A Question About The Ns Resource Limits...

ReeseReese Join Date: 2003-05-08 Member: 16143Members
<div class="IPBDescription">texture memory specifically.</div> Ok, I remember reading somewhere that NS does not work in software mode. I don't know if this is true or not, but either way I don't see WHY someone would want to run NS in software mode anyways. I guess my question is why are we sticking with a 4 mb texture limit if it is necessary for a system mode that does not work or will be mostly unplayable? Even having 8 megs of texture to work with would make things very very nice.

Either way could someone point me in the direction of some tuts to extract/resize all those purdy 256x256 ns2 textures so I can cut back a little?

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Hmm.. you have to ask someone smarter and more knowing of half-life as an engine.

    But <a href='http://www.chromeangel.co.uk/wads/CA_Mini_ns2.wad' target='_blank'>here</a> are some resized textures from 256 to 128 from ChromeAngel
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    It is not only necessary for software, but older cards with only 4MB of ram running in OGL or D3D. and yes, people do have cards that old, I know some of them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    yes i was wondering about this too, im currently trying to minimixe the different textures im using and solidfy my style so that I can keep it under 4 and im right at 3.93 MB (and i havent even added the RR signs) so im a little worried...
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    RR signs actually don't add THAT much to the total texture mem usage. Actually since most of them are 256x64 they have the same memory usage as a 128x128 tex. (which is 1/4 what a 256x256 uses) Just don't forget that textures on the outisde of your brushes are still included in the list and count against your tex limits.... even if they are never seen on the map. If you ask nicely someone could probably whip up a smaller sign for you.

    I still don't see how people are playing NS on a 4 meg vid card when I got absolute crap performance with a 16 meg in 1.04. (most of the optimizations since then have been server, not client, so it makes no sense to me)
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    And don't forget it's not just the wall textures that have to be loaded into memory. There's quite a few model textures as well.
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    edited January 2004
    So where can I see how much memory I have used already?
    Also, is there any limit to the number of entities/shapes ?

    EDIT:

    Hmm figures. I seem to have found the memory thing already:
    'map'->'show information'

    woops 4.57 mb used already, on just 5 rooms <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    ouch..... you may be able to cut back on ns2.wad textures by using the CA_mini_ns2 texture set. This can be found on the "custom textures" stickied thread in the main mapping forums. It's basically a bunch of 256x256 textures rescaled to 128x128. You can use tools->replace textures with "do not replace, mark solids" checked to help you find ALL of the 256 versions you have used and replace those. Note that your count of used textures is done BEFORE back faces are culled, so you will have to change the sides of brushes no one will see to make sure that textures only used on them are not stored in memory. (I.E. if you don't, even though the texture is not seen anywhere in the compiled map, it will still be added to memory because it was on the unseen face of a brush.)
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    does using these 128x128 mean you have to include your own wad file?

    and how does the number of different textures you use affect the texture memory?

    oh and is there any tutorial on this, cause I've got lots more of these questions <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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