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
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