2 questions about r_speeds Created 19 years ago2005-01-19 14:03:43 UTC by Soup Miner Soup Miner

Created 19 years ago2005-01-19 14:03:43 UTC by Soup Miner Soup Miner

Posted 19 years ago2005-01-19 14:03:43 UTC Post #84580
1. If I texture all world brushes with NULL and make the playing parts func_walls, in theory I would acheive 0 wpoly right?

2. Does stretching textures make r_speeds lower? I've noticed lots of big maps like big_city2 with 700 r_speeds but the textures are mostly blurry.
Posted 19 years ago2005-01-19 15:36:12 UTC Post #84595
1: Wrong

2: Yes. But - no point in streching 256x256 textures, because they are already bigger than the 240 subdivide size - if you strech a 128 texture by 2 then there will be a reduction in speed.
Posted 19 years ago2005-01-20 22:55:01 UTC Post #84761
interesting... ;)
Luke LukeLuke
Posted 19 years ago2005-01-21 18:05:23 UTC Post #84933
Another question. Say I have a patterned texture, and one pattern in 32 by 32 units. If I repeated the pattern to a 256 by 256 texture, would that have lower r_speeds than the 32 by 32?
Posted 19 years ago2005-01-21 18:08:01 UTC Post #84935
Yes, its the same as any other texture.

If we have a 32x32 @ 1 it will cost more than a 32x32 @ 4.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-21 18:14:35 UTC Post #84937
so you're saying that big texures lower r_speeds? Cool, so HATS how people accomplish maps like big_city2
Posted 19 years ago2005-01-21 18:21:14 UTC Post #84939
They help, yes - though it's not everything. Proper hint brush placement is probably the major helper in big_city2.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-22 09:23:48 UTC Post #85027
Also, the problem with big textures is that you quickly run out if texture memory.
Posted 19 years ago2005-01-22 09:33:56 UTC Post #85029
like you guys said, I think that wpolys are affected by the number of texels visible, and not by the pixel dimensions of the texture. A wall with a 32x32 texture will have the same wpolys as a wall with a 128x128 texture, the only important number is the scale with which it's applied. Textures with bigger pixel dimensions have the advantage of displaying more info and the texture looks less repetitive. But it will still be blurry if stretched, just like any other
Posted 19 years ago2005-01-22 13:36:55 UTC Post #85056
What's a R-speed? ( lol )
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-01-22 15:02:14 UTC Post #85063
You deserve a beating with the tutorial stick madcow.

http://www.twhl.co.za/tutorial.php?id=38
Posted 19 years ago2005-01-22 17:19:52 UTC Post #85076
Oops.. I haven't seen that tut..
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-01-23 11:23:19 UTC Post #85231
Also, the problem with big textures is that you quickly run out if texture memory.
I confirm, so do weird scales (<0.5) too ...
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