-texdata Questions

OneSneakYmousEOneSneakYmousE 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.

Comments

  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    if you use the -texdata switch you can make a map using more than the 4MB texture limit. <b>but it will NEVER be official. 4MB is the <i>offical</i> texture limit for NS maps.</b>

    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.
  • builderhicksbuilderhicks Join Date: 2003-02-08 Member: 13263Members
    Hi,
    So if i made a map that had the texture memory put up to 8192, ppl wouldnt run it on there servers, or what???
  • AxehandlerAxehandler Join Date: 2003-01-08 Member: 12038Members
    edited February 2003
    It would most likely become a "CUSTOM" map for those custom map servers.

    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
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    8mb card? Whoa! Can you actually play NS on a 8mb videocard?
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    So, if I stretch the textures on the outside to X10 and y10, will this reduce the texture memory amount since it will only tile 1 texture per brush? Not even one, it's like only a 1/4 of the texture shows up on the brush.

    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?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    It has -nothing- to do with the scale of textures and everything to do with the size of the textures themselves. 256x256 textures take up the most memory, 16x16 textures the least.

    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.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Changing the scaling won't do anything. It's the combined memory that each of the different textures use no matter how many times you use them.
    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.
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