Thx ;) It's cool to share the problem & solutions :) ----- Original Message ----- From: "Dynerman David M" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, April 22, 2002 6:40 PM Subject: [hlcoders] SITWFODF1D #1
> 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 > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

