The second application is similar to the first, except instead of using two source textures, we take a high-res texture, and calculate the low-res Half-Life texture from that. Hence it's completely backwards compatible. If it does, you can set r_detailedtextures 1 and gl_max_size 512 to use the high-res textures. In game, if your videocard doesn't support detailed textures, you don't enable them. We then scale the Half-Life texture up to match the size of the high-res texture, and basically reverse the method that Half-Life uses to apply detailed textures, to calculate the detailed texture, that if applied, will turn the low-res texture, into the high-res texture. In the first, we take a low-res Half-Life texture (The NS textures for example), and the high-res version of that same texture. Just pick up from where we left off in the old thread. We'll continue our discussion/work on this technique here. By calculating detailed textures I'm trying to fork off from the general Detailed Texture thread, because it's become long, and I can't update anything remotely close to the first topic.
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