aldo_14 i dont think you understand hopefully this will explain it clearer:
Assume texture maps used are 512x512 and planar UV projection is used. These is texturing in truespace and the effect it will have:
BLUE = selected face
BLACK = model
the other is UV window
in this example, although we are projecting a 512x512 map, in game this will be reduced to a 256x256 map (only 1 face is selected)
in this example our 512x512 texture will be maintained. this is because each selected face only covers 256x256 of the texture map itself.
now this is the hardest method to understand. say the area we are texturing is using a small part of a multi texture map. now just cos its only displaying a small section of the map doesnt mean that the 512 map is any smaller. the computer still takes it as a 512x512 map, its just that most of it isnt seen. therefore the map is still reduced to 256x256.
in this example we are 3 polys high and 1 poly wide therefore we can have 256x512 (width/height). however because the bottom poly is taller doesnt mean it can exceed 256 polys. therefore if the UV was set as it is our 512x512 map would be reduced to 256x512. the bottom polys taking up slightly more than half of the height would be reduced to 256 while the top poly would not be reduced at all. ok ive done my best at explaining its pretty hard to imagine so just get used to the idea.
rules !
basically you should always make multi texture per file maps 256x256 otherwise loss of detail will occur (in most case anyway, can work but im not going to explain when - think about it !)
512x512 textures will work if you select 2 polys high and 2 polys wide. each poly can not overlap in the direction its counting for (ie if a poly makes the Uv window wider then it cant overlap in the direction of the width!)
understand now ? good

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[This message has been edited by CptWhite (edited 07-27-2001).]