using over 4 mb of texture data


killer tomato
09-23-2004, 09:52 AM
Hi,

For a while now I've been trying to use over 4 mb's of texturedata. First off I tried it with Zoner's CT, but I still got the error message MAP_MIPTEX etc... :( Then I tried it with Nem's Batchcompiler. I failed again...

I used the -texdata 8192 command with Zoner's CT, with NBC I just filled in the 8192 value's at the correct places.

This is really a darn problem for me as it concerns my latest map: dod_holland (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=39875&perpage=15&pagenumber=1) :(
Does somebody have a NBC preset for me? Does anybody know a good tutorial?

Any help will be greatly appreciated,

tomato

PS, sorry Gingerlord, but I just couldn't figure it out on my ow :o

siron
09-23-2004, 10:10 AM
the only thing you need to do on Nem's Batch Compiler is go to the "shared" section, check "texture data" and put "8192" in the box. you dont need to put it in additional parameters.

if you get an error it is most likely not due to the textures (unless you are using more than 8mb)

redfalcon
09-23-2004, 03:57 PM
with my last map i wasn't able to do a wad include over 4 megs...strangely.

siron
09-23-2004, 04:24 PM
you dont want to do a "wad include" anyways, you want to select the exact wads you are using (to the right of the 'wad include' box)

killer tomato
09-24-2004, 03:32 AM
Great!

Siron, can I have your NBC-preset? :D

tomato

siron
09-24-2004, 07:43 AM
sure, but you'll have to remove the includes for veghel, im too lazy. (its just wad files)

http://trash.dork.cx/maps/mypreset.bcp

Maj.Malfunction
09-24-2004, 07:43 PM
I thought I read awhile back that you cannot go over the 5MB texture limit or it causes problems and that is why Dog1 had to go away.

I don't map so I don't know the validity of that statement, but I believe I read that somewhere.

siron
09-25-2004, 12:35 AM
not true, but i wouldn't go over 8mb, just as a good mapping practice. if you have more than 8mb you are probably using too high quality textures or too many textures.

TheNomad
09-25-2004, 11:17 AM
i think you can use up to 8 and a bit, 9mb or more and it gives you errors

killer tomato
09-27-2004, 01:24 AM
Thanks Siron!

I will defenitly try tis preset out! ;)

Thanks a bunch,

tomato :p

killer tomato
10-06-2004, 08:47 AM
Man, why do these things always happen to me!?

I configured NBC just like it should be and it seems to compile my map without problems, except the DOS-window beside the logwindow says there was a problem compiling the map.

But my real issue is I'm trying to get Hammer to compile my maps with 8,192 mb of texturedata...

What am I doing wrong?

Normal logfile:

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: D:\mapping\ZONERS~1\hlcsg.exe D:\mapping\maps\test
Entering D:\mapping\maps\test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.01 seconds)

Using Wadfile: \mapping\dod\dod_caen.wad
- Contains 2 used textures, 66.67 percent of map (112 textures in wad)
Using Wadfile: \mapping\dod\dod_jagd.wad
- Contains 1 used texture, 33.33 percent of map (111 textures in wad)
Using Wadfile: \mapping\dod\hlbasics.wad
- Contains 0 used textures, 0.00 percent of map (21 textures in wad)

Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.03 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: D:\mapping\ZONERS~1\hlbsp.exe D:\mapping\maps\test

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'D:\mapping\maps\test.prt'
0.04 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: D:\mapping\ZONERS~1\hlvis.exe D:\mapping\maps\test
1 portalleafs
0 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: D:\mapping\ZONERS~1\hlrad.exe D:\mapping\maps\test

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


30 faces
Create Patches : 360 base patches
0 opaque faces
7054 square feet [1015808.00 square inches]
2 direct lights

BuildFacelights:
(0.04 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
(0.04 seconds)
SwapTransfers:
(0.01 seconds)
Transfer Lists : 103200 : 103.20k transfers
Indices : 2320 : 2.27k bytes
Data : 412800 : 403.13k bytes
GatherLight:
(0.02 seconds)
FinalLightFace:
(0.08 seconds)
0.26 seconds elapsed

----- END hlrad -----

Cmd log

http://xs.to/pics/04103/cmd.gif

NBC shared
http://xs.to/pics/04103/nbc1.gif

killer tomato
10-07-2004, 02:50 AM
somebody? :(

haircut
10-08-2004, 01:23 AM
lol ... I posted about you using a Batch compiler in the other thread.

Sorry man I don't use this so I cant help you :kitty:

killer tomato
10-08-2004, 04:18 AM
haha, no problem mate ;)

killer tomato
10-13-2004, 05:45 AM
Hey,

Just for the record: I've solved the problem just by unselecting the changedir command in hammer's expert mode.
Now I don't have to worry about my texture usage in my renewal of dod_holland :)

Cheers!

tomato:PARROT:

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.