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Oh great... another thing I didn't know... well there goes all of my maps further down the toilet...Grega said:Textures that are scalled below 1 can also cause compiling errors ^^
Anyway, those who make the maps can set the size of the texture over a given area, making it smaller makes it look nicer, making it look bigger makes it look more pixelated (don't know if that's the right choice of words). With making textures for Half-Life, the length and width of a texture has to be a multiple of 16, the highest size (either length or width) is 2,048. If you were to make all the textures in ESF 2,048 pixels by 2,048 pixels then you would get a higher quality texture. The only problem is that a lot of times the compiler for the map will give you an error due to something having to do with the texture size (I don't know if it's due to the length or width size or the file size).