Texture Sizing Created 19 years ago2005-03-15 09:35:22 UTC by Unbreakable Unbreakable

Created 19 years ago2005-03-15 09:35:22 UTC by Unbreakable Unbreakable

Posted 19 years ago2005-03-15 09:35:22 UTC Post #96979
I'm making a miniature city in which will be blown to bits, but was wondering if it was ok to size all the textures down to say 0.13 Would the texture memory skyrocket? Will this cause problems?
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Posted 19 years ago2005-03-15 10:42:51 UTC Post #96986
I don't know about texture memory, but it would surely cause the face to be turned into a bunch of separate faces since the scale is so low.
Posted 19 years ago2005-03-15 10:43:46 UTC Post #96987
Thats true... Will this effect anything?
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Posted 19 years ago2005-03-15 11:18:59 UTC Post #97000
R_speeds will most certainly be higher. Experiment.
Posted 19 years ago2005-03-15 11:51:33 UTC Post #97003
The effect will be the same as if you had the city at 1.3 scale and 10 times bigger. The number of faces will be the same, VIS and RAD will take just as long as before. The only thing that would happen is that it would take up less grid space in hammer, and you would also have to resize every sprite you wanted to use in that part of the map.
If it's not a miniature you want the player to interact with, you should probably just build it in normal size somewhere in the map.
Posted 19 years ago2005-03-15 15:07:07 UTC Post #97041
Good point. Is there a way to resize sprites.. maybe using the "-"value
Sprite size: -10, as opposed to 2?
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Posted 19 years ago2005-03-15 15:10:00 UTC Post #97046
I think this is done by using numbers lower than 1 but higher than 0, and the sprite size will be multiplied by this factor
0.5, 0.1 etc
Posted 19 years ago2005-03-15 15:31:04 UTC Post #97062
Remember, x/y = x*(1/y).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-15 15:42:13 UTC Post #97073
Thanks guys, you where lots of help! ;)
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Posted 19 years ago2005-03-16 19:06:36 UTC Post #97388
The size of the textures does cause an overload:

Error: Exceeded MAX_MAP_MIPTEX
Description: Texture memory usage on the map has exceeped the limit.

That sucks!
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Posted 19 years ago2005-03-16 19:10:11 UTC Post #97395
Just make new textures ;)
Posted 19 years ago2005-03-17 03:46:36 UTC Post #97450
Or up the graphics memory. I mean, there really aren't that many people who have 4MB of memory for their graphics. Up it to 8 (refer to zhlt.info).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-17 09:28:37 UTC Post #97477
I went to the zhlt site and cannot find info on making it to 8mb...

Some help would be appreciated.
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Posted 19 years ago2005-03-17 09:42:29 UTC Post #97482
I'll post the map in the vault when I get it working.
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Posted 19 years ago2005-03-17 11:06:28 UTC Post #97505
Do you use a custom wad for your map? If you do and if you have wally, then why not try resizing the textures... Make them smaller as many times as u need and make a new wad with the resized textures..
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-17 13:11:18 UTC Post #97513
It's in the Command Ref. Not hard to see.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-17 14:31:20 UTC Post #97532
So its "-texdata 8"
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Posted 19 years ago2005-03-17 20:00:39 UTC Post #97600
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Posted 19 years ago2005-03-17 22:10:46 UTC Post #97625
It's not working. My tex memory is still stuck at 2mb
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Posted 19 years ago2005-03-18 05:49:55 UTC Post #97648
So -texdata 8 doesn't work for you?

Did you applied -texdata 8 to all four tools?
Posted 19 years ago2005-03-18 05:51:28 UTC Post #97649
Btw, awesome freakin map! :o
Posted 19 years ago2005-03-18 05:58:48 UTC Post #97651
Wow, that looks great! Reminds me of some of the cinematics from Red Alert 2 - Yuri's Revenge. Sweeeeeeet!
Posted 19 years ago2005-03-18 09:51:12 UTC Post #97675
some parts of that city look stangly framilair to the city i started making for PRK along time ago, did you get any inspiration from them because I don't mind. and is that for the compo, because that was one of my ideas to.
Posted 19 years ago2005-03-18 10:38:55 UTC Post #97678
Nope.. actually I got an idea for the compo, and decided to make a small city for one part of it. It looks alot better in game. Its night time in the game, and for the sky I used a custom scroll texture I made of clouds, that slowly move.

Anyways, no, I did apply it to all 4 tools, I'm using tthe compilation controller:

Heres some screenshots of it.
(From a tutorial)
You will see theres a Thread Box, and next too it theres the texdata box
When you scroll done and view the pics.

Once I got this takin' care of I can continue the map for the compo.
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Posted 19 years ago2005-03-18 12:38:50 UTC Post #97692
Alter maximum texture memory limit (in kb).
Can you not read?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-18 12:41:33 UTC Post #97693
hahaha... sorry, so it would be 8000, instead of 8..lol That would make a difference.. lol Thanks guys, you've been lots of help
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Posted 19 years ago2005-03-18 12:46:14 UTC Post #97696
It works! Thanks again. :P I learn something new everyday ;)

I'll post pics of it when it's compiled
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Posted 19 years ago2005-03-18 12:54:32 UTC Post #97698
I would use 8192, since that's actually a binary number. Might have some nasty things happen otherwise.

PS: sorry if I snapped at you :P
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-18 13:04:24 UTC Post #97701
Snapped at me... You obviously don't know me.. hahaha lol.
I have a good atitude all the time, so I never have hard feelings.. I took it as a Joke..lol anywhos

I put some in game screenies up-->
www.geocities.com/mv85_19/city.html

Sorry it looks sooo dark, when I resized it and saved it as a jpg it looks alot darker. The best effect that you guys are missing out on is the moving clouds, you'll have to wait until after the compo!
:P
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Posted 19 years ago2005-03-18 13:48:24 UTC Post #97710
Look forward to it :).
Seventh-Monkey Seventh-MonkeyPretty nifty
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