my big/detailed map - to big for hammer Created 17 years ago2007-03-21 16:44:41 UTC by marius_stp marius_stp

Created 17 years ago2007-03-21 16:44:41 UTC by marius_stp marius_stp

Posted 17 years ago2007-03-21 16:44:41 UTC Post #216640
I am making a map that will exced Texture Data Memory/ numtexinfo/ ReadSurfs. that is about the same error in diffrent forms. the point is that i will exced the max_brushes number and the max leaves. the map is a replica of a movie, i want it to be accurate so i can't really reduce the brushes. and in fact the map is not that complicated. it's a single room that i need to copy paste 5 times. zonner tools and 3.4 hammer will allow me to make 3 rooms of this kind, but after that the brushes and leaves will be maxed.

what can i do?
this is from some error site
"just use the "-texdata" switch on the command-line for HLCSG to increase the texture memory. Normally it's is set to 4096 KB (compared to 2048 KB available to QCSG - the compiling tool Valve used), but you can set it up to at least 8192 KB"

but after my calculation i need to change the -texdata to exactly 12300 KB and i can't find the way to do this.
again, the map is not that complicated, but i had to make a lot of small brushes, isn't there any way to trick hammer ?
if it makes any difference, i useed only 5 textures and 2 wads and i don't need sky or a big vismatrix, because the map is inside a building.

any ideeas? please help
Posted 17 years ago2007-03-21 17:04:27 UTC Post #216642
Wrong forum.

The only suggestion I have is to make the map 2 maps. I'm sorry I can't be of much help, but I don't map for GoldSource.
Posted 17 years ago2007-03-22 09:29:42 UTC Post #216694
First off, not really related to your problem, but get Hammer 3.5.

As far as I know there's no limit to the number of brushes and RMF in Hammer can have, so you'd only have to worry about the compile tools. Set -texdata as high as it can go, obviously. Try nulling every face unseen to the player. I usually build all of the architecture in my maps using NULL, so when I texture it I can make sure only the faces that need to be are rendered. That might reduce the amount of text memory used. func_wall as much detail as you can to reduce to the number of vis cuts, too.

Also try to keep in mind that those restrictions are there for a reason, and if you want your map to be playable, it's usually best to stay within the boundaries of the engine.
You must be logged in to post a response.