Can we make something like Megatexture? Created 16 years ago2007-06-16 12:23:08 UTC by maggol maggol

Created 16 years ago2007-06-16 12:23:08 UTC by maggol maggol

Posted 16 years ago2007-06-16 12:23:08 UTC Post #225387
To make HL have bigger map but with fast loading
Posted 16 years ago2007-06-16 12:27:49 UTC Post #225388
eeehm... what?
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-06-16 12:44:22 UTC Post #225391
Explain?
Posted 16 years ago2007-06-16 12:49:32 UTC Post #225392
I guess he wants to combine multiple textures into one single big texture.
This is going to cause problems though, cuz HL can't handle texture larger than 512*512.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-06-17 08:02:48 UTC Post #225489
It's like you have one bigger texture with size maybe 16384*16384 and strecth it to one big map.
Posted 16 years ago2007-06-17 08:04:14 UTC Post #225490
What's the point of doing that?
Posted 16 years ago2007-06-17 08:13:57 UTC Post #225491
one large terrain map or something i think. Eiter way, HL can't handle anything larger than 512x512
Rimrook RimrookSince 2003
Posted 16 years ago2007-06-17 08:22:49 UTC Post #225492
sigh

its Enemy Territory: Quake Wars that uses the megatexture technology. aparrently they can compress a huge texture that covers the entire map into 2 or 3 megs....dont ask me how tho.

and this is the stupidest question.....any hl1 map takes like 40 milliseconds to load....who'd want it any faster?
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-06-17 08:44:41 UTC Post #225494
Gotta love the HL1 engine eh?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-06-17 20:03:20 UTC Post #225512
Does the 512x512 rule apply to models too?
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-06-18 03:37:05 UTC Post #225536
Wouldn't work anyway, the larger the texture the more memory and space it takes to load and compile. It would have the same effect as using multiple smaller textures. The texture size on a model is not limited I think, if fact, Milkshape crashes if the texture is small, ie 32x32.
Posted 16 years ago2007-06-18 05:05:34 UTC Post #225540
512x512 works fine on models.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-06-18 06:46:18 UTC Post #225541
Actually, the point of Megatexture technology is to create huge expanses of terrain that don't have repetitive texturing, because that's obviously a huge problem with today's games. It's a brand new thing though, and I can't imagine why anyone in their right mind would think that Half-Life would be able to handle it. I can't personally see why you would even want it, since you can barely make convincing outdoor areas as it is, what with the lack of displacements, 3D skyboxes, and enough real estate to put it all in.

@Muzz: I think what Urb was asking was whether or not the maximum texture resolution for models was 512x512.
Posted 16 years ago2007-06-18 08:34:17 UTC Post #225544
Yeah, its the max.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-06-18 14:48:33 UTC Post #225574
Thanks.

Goes to fix Low-Def sci with High res textures that never worked in-game.
monster_urby monster_urbyGoldsourcerer
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