-texdata Questions
OneSneakYmousE
Join Date: 2002-12-02 Member: 10389Members
Someone said that I have to place "-textdata"; what does this mean you have to place "-texdata" 8192 on every compile tool? Don't you just place it on the HLCSG? (hlcsg.exe -texdata 8192)
Or do you have to put it in,
hlvis.exe -texdata 8192
hlbsp.exe -texdata 8192
hlrad.exe -texdata 8192
hlcsg.exe -texdata 8192
Also, can I use more than "8192"
What if I used "-texdata 16384"
I'm asking this because NS uses some large maps, and I need the texture room.
Or do you have to put it in,
hlvis.exe -texdata 8192
hlbsp.exe -texdata 8192
hlrad.exe -texdata 8192
hlcsg.exe -texdata 8192
Also, can I use more than "8192"
What if I used "-texdata 16384"
I'm asking this because NS uses some large maps, and I need the texture room.
Comments
but if you are doing it for yourself or a LAN party only, then do it like this:
hlcsg.exe -texdata 8192
hlbsp.exe -texdata 8192
hlvis.exe -texdata 8192
hlrad.exe -texdata 8192
in THAT order, not the one you gave. it has to be given for EACH compile tool.
So if i made a map that had the texture memory put up to 8192, ppl wouldnt run it on there servers, or what???
This from Flayra:
QUOTE
Holy moley, I had no idea there were going to be this many submissions for v1.1. Don't fear, there will be an opportunity to add new maps with every client side update, which will probably be every couple months or so (just a guess). Be sure to read my map submission guidelines when submitting them to me! Also, it would be quite helpful for you to include the HLTV .tga and .txt file as well (<span style='font-size:19pt;line-height:100%'>no .bmp overview is needed because NS doesn't support software rendering</span>). If anyone needs info on generating these files, have a look at this HLTV document that comes with the HL 2.3 SDK.
I think they just wanna make sure even people with 8mb Vid Cards can play. (4mb Textures/everything else = 8mb?)
Axe
I streched them all to X10 Y10, and I still hit the limit
How do they make those maps without hitting the texture limit if you can't stretch them?
Textures on the outside of the world are all culled by CSG anyway - this is why you can see into the level when you noclip out of it.
EG. If you cover your whole map with one texture, it doesn't matter what scale it is, it will always take up say 50kb.
Each texture is like one jpg file. They all have to be loaded at the beginning of the map and loading more than 4mb worth will put you over the limit.