OpenGL and Direct3D problems Created 16 years ago2007-11-29 23:32:57 UTC by ATDestroy ATDestroy

Created 16 years ago2007-11-29 23:32:57 UTC by ATDestroy ATDestroy

Posted 16 years ago2007-11-29 23:32:57 UTC Post #239457
When trying to play my two uploaded maps in OpenGL, or Direct3D, Half life will crash. This happens on all of my computers, and the computers of all the people who tried these maps, so i know its not a computer issue on my end. Ive linked to both of the maps, can someone try and figure out the problem? Because it really has me stuck. Help is as always, appreciated.

I have reason to believe it may be a problem with the textures.

Map intro

Level one
Posted 16 years ago2007-12-01 09:09:11 UTC Post #239541
If you're worried it's the textures, why not replace them with standard HL ones, recompile and see if it works?
Posted 16 years ago2007-12-01 10:24:22 UTC Post #239546
Faulty entity setups could crash HL as well, like having a path_corner have the same name in the name field and next stop target field.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-12-01 11:37:53 UTC Post #239553
Muzz's right, not every error in mapping is checked and fixed in the engine. Check your ent setups throuroughly.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-12-04 17:44:34 UTC Post #239886
It was the textures. I replaced all my custom ones from my map, and removed the .wad

So, problem solved? not really :

I really need these textures, not using them is not an option, What is the wrong with them? Im sure there could be quite a few problems, im new at custom texturing, and in getting these, i was a bit, sloppy.

Ill try figuring out the problem, but if anyone wants to examine the .wad and see if you can find anything, send a PM my way. Thanks.
Posted 16 years ago2007-12-04 18:06:18 UTC Post #239889
Check for and remove any textures bigger than 512x512.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-12-04 18:34:07 UTC Post #239894
512 x 512 textures can be used by the engine without any sort of error except they get mipped to their first level which is half of the size, 256 x 256. each level halves the initial size. So for Goldsource, there is no higher resolution than 256 x 256 unless you use random texturing like a whore.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-05 00:12:27 UTC Post #239922
512x512?

well, that kinda says my problem right there, these textures are huge :

I got these textures by taking a screenshot of them out of a game, and the texture winds up 1024x768. How do i get these textures to be that small a size?
Posted 16 years ago2007-12-05 10:42:20 UTC Post #239943
Cut off bits you don't need.

Or:

Devide the texture into multiple smaller textures. 786 is kinda unusual for HL, you may want to resize to 1024x512.

So take the 1024x512 texture and devide it into:

4 x 512x256

Then place them in the map like this (where # is 1 512x256 texture):

## -- 2 x 512x256
##
|
-- 2 x 512x256
Equals to one 1024x512 texture.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-12-06 18:24:59 UTC Post #240068
Ok, i understand what your saying, but is there a way to apply 4 different textures to the surface of a solid? The only way ive done that so far was to have 4 solids, and the surface of each textured differently. Is there a more effecient way of doing it? Kind of like a texture face split?
Posted 16 years ago2007-12-06 18:36:22 UTC Post #240070
Nope, having multiple faces on one plane also causes errors. You'll just have to split both large textures and the solids they're on to avoid this.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-12-06 19:05:28 UTC Post #240076
yep. one texture per face.
Perfect time to use the clip tool! (just keep both sides)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-07 00:19:39 UTC Post #240106
OK, thanks to everyone for their responses, this problem has been haunting my maps since i started my singleplayer mod. I appreciate you all helping me eliminate it once and for all :combines: :combine:
Posted 16 years ago2007-12-10 10:55:12 UTC Post #240488
You can also import the texture into Photoshop, etc., and resize it with resampling. You'll lose detail, however.
Posted 16 years ago2007-12-10 23:05:29 UTC Post #240541
I think you can reseize in any image editing program. I do it in Paint I find it simple, it sacrifices resolution and stuff like that but I am cool with the final product. Most of the time it's nothing heart-breaking.
Posted 16 years ago2007-12-10 23:08:12 UTC Post #240543
Resizing? in MS paint? That looks terrible. Dont do that. :rly:
Posted 16 years ago2007-12-10 23:58:49 UTC Post #240549
Lol.
I've done it with every texture I've ever made.
I specifically use mspaint for all my texturing applications.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 00:05:07 UTC Post #240551
MS paint for textures? You deserve a firing squad
Posted 16 years ago2007-12-11 00:42:50 UTC Post #240566
have a look at my kitchen map. Both of them.
All custom textures used ONLY mspaint and wally.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 08:37:43 UTC Post #240616
Yeah, resizing in MSPaint is crap. Use Photoshop, or GIMP if you can't afford Photoshop.
Posted 16 years ago2007-12-11 08:51:16 UTC Post #240617
ifranview for resizing images.
Penguinboy PenguinboyHaha, I died again!
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