Some Interesting Things We Found Out During FLF 1.5's Development Part
#1

In the course of developing Front Line Force 1.5 we (the 2 coders, omega
and I) hit upon some stumbling blocks which I thought I would post (to
save other mod-makers time if they hit it)

I'll be posting problems as they come to mind (1.5 was a several month
project, so not everything is crystal)

Part #1 - Texture Corruption

Texture Corruption - The Half-Life engine apparently does not properly
manage textures on dynamic objects such as player models, w_textures,
etc, etc.  The list of textures is fixed-size and doesn't clear at map
change, so once you exceed it you'll start getting corruption issues.
For example, our player models had 17 textures each.  Additionally, we
had 6 sets of players models (desert camo, arctic camo, etc, etc) - this
added up to around 566 textures (there was additional overhead, i.e.
each model had 2 full sets of textures to support a 'blinking' effect
via manipulating pev->skin) this added up to 408 textures.  Pushing
these numbers, after only one map change we began seeing corruption
(texture limit @ 1024 perhaps?)

http://www.flfmod.com/david/arms_blending_off.jpg

is a modest example, it got much worst.

The solution we used to this was to combine all the skins on each model
into one texture (i.e. instead of a texture for head, a texture for
legs, etc, etc we had one big texture that was mapped to the model)

This is more intensive on the modeler to get the coordinates right, but
solved our problem nicely.


Next time - hitbox issues!

david
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