Too Many Textures?
ZniLe
Join Date: 2004-03-19 Member: 27425Members
<div class="IPBDescription">how can i get rid of that problem?</div> ************ ERROR ************
Textures exceeded MAX_MAP_MIPTEX
This has become a very annoying error....
my question(s):
Is there a limit for textures?
is there a way to get around that texture limit?
is there a specific thing causing this?
if there is a limit in textures, how many different textures are allowed per map?
thanks for any answers...
Textures exceeded MAX_MAP_MIPTEX
This has become a very annoying error....
my question(s):
Is there a limit for textures?
is there a way to get around that texture limit?
is there a specific thing causing this?
if there is a limit in textures, how many different textures are allowed per map?
thanks for any answers...
Comments
Hm..Strange Error you got..
* I think how many you want, you can use million but hm..Or..I dont know try to find help in the Mapping help forums..They help you fast..Ask Xp-Cagey!
sorry for posting here.
now i know it and i won´t post again in here when it comes to mapping problems.
Would apreciate it, if somone could move this thread to the "mapping help"-section.
sorry and thx.
but what is the texture limit?
Because i am not really using that many textures....
You can increase the limit from the default by adding "-texdata #" you your bsp inputs, but if you want your map to be official, i'd advise against that.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->MAX_MAP_MIPTEX
You have exceeded the allocated amount of texture memory for your map. The default is 4 MB. Once you exceed 4 MBs, you get this error. You can manually control how much memory is allocated to textures for your map but I highly discourage this.
Solution: Replace unused textures. This is an easy one. Just look around. Are you using a 256 x 256 pixel texture only one time in your map? If so then replace it. I recommend you use the VHE Texture Replacement tool as this leaves no doubt that you have eradicated a particular texture from your map.
The texture replacement tool is simple to use. Simply open up the texture tool and go to Repace... Next, type in the name of the textiure you want to replace in the left-hand edit box and the name of the texture you want to replace it with in the right hand edit box. (In this case choose a texture you are already using.) You may want to select "Hidden bjects" as well. I never hide any objects nor have I ever found objects to hide themselves but it's good to cover your bases.
If you simply can not replace enough textures then you need to consider using lower quality textures. Some texture sets come in 512 x 512 and 256 x 256 format. If you are using the 512 x 512 then dumb it down to 256 x 256. Just make sure you use the texture replacement tool or you'll have the 512 x 512 and the 256 x 256 in your map! And that just can't be good.
And finally, if the textures you are using must stay, they have no lower quality counter-part(s) and you can see no solution in sight then do the following:
WARNING: NOT SO NEWBIE FRIENDLY SOLUTION
You will need a program called Wally. It is a texture editor and may be obtained here.
Once you have installed Wally, open it up. You will need to take several large textures that you are using and lower their quality. Simply open up... let's say... ns.wad and open up a large texture that you are using. Now go to Image > Resize and choose Half-Size. Now go to Selection > Select All and then Ctrl + C (Or whatever copy is on your computer.)
Next, go to file new and then Half-Life Package (WAD3, .WAD)
Just paste that new smaller texture into your brand new WAD and save it as ns/co_yourmap. Now use the texture replacement tool to switch from the higher quality orginals to your new smaller textures. Do that enough and you will have your map all back to normal.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you still want the others you could always make a wad yourself and use it.
Now according to the posts here everything should work now.
But somehow it doesn´t the same error keeps showing up.
But that´s not all. Now i noticed another strange error, see for your self:
qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering D:\programme\Valve Hammer Editor\maps\NS-testmap.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9...
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (5)
Using WAD File: \programme\steam\steamapps\email@gmx.de\half-life\nsp\ns_nexit.wad
************ ERROR ************
Textures exceeded MAX_MAP_MIPTEX
** Executing...
** Command: D:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "D:\programme\Valve Hammer Editor\maps\NS-testmap"
qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
************ ERROR ************
Error opening D:\programme\Valve Hammer Editor\maps\NS-testmap.bsp: No such file or directory
** Executing...
** Command: D:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "D:\programme\Valve Hammer Editor\maps\NS-testmap"
vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
************ ERROR ************
Error opening D:\programme\Valve Hammer Editor\maps\NS-testmap.bsp: No such file or directory
** Executing...
** Command: D:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "D:\programme\Valve Hammer Editor\maps\NS-testmap"
qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'D:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'D:\PROGRA~1\VALVEH~1\tools\lights.rad']
************ ERROR ************
Error opening D:\programme\Valve Hammer Editor\maps\NS-testmap.bsp: No such file or directory
now i think this error is because hammer trys to find the compiling tools in the following folder "** Command: D:\PROGRA~1\VALVEH~1\tools\qrad.exe"
Now the actual folder is ** Command: D:\PROGRAMME\VALVE HAMMER EDITOR\tools\qrad.exe
But i can´t find out what is causing both mistakes...
somone with similar experiences?
Secondly, be sure to check "Use long filenames" in Expert Mode. I'd recommend you get Batch Compiler, however.