Texture Memory....

LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
<div class="IPBDescription">How to reduce?</div> I've been working on a map for a little while now and I'm about half done. I checked my map information and it told me my texture memory was at 8.80mb. I remember reading it shouldn't be more than 4. I don't know what to do now. Any ideas?

Comments

  • neuesneues Join Date: 2003-04-28 Member: 15908Members
    I just checked mine and all i have done its (not fully built up) marine start and (not fully completed) ready Room and it says 1.96mb

    i think its got do do with were you get your textures from... more .wad files the more it is I THINK
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Map info is inccurate...look at your compile log to find out how much it really is....Im guessing your probably actually around 5 megs. Be wary of double textures also...NS.wad has several of the same texture under multiple names. Also, if a texture you are using has a 256^ and a 128^ version...use the smaller 128 one...that should cut back quite a bit.

    Also, I dont think 4 is really the limit...I beleive 4 is the max for all map textures/sprite effects PLUS HUD/Player/weapon/structure skins and other sprite effects. I could be wrong, but I think 4 is the limit because they want to target older 4 meg vid cards...and I think all that data is allocated to that 4 megs, but Im not sure.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    4 megs is for map textures only, as reported during the compile.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Well this isn't good... I am at 3.84 and I am not going to be done any time soon... I guess im going to have to scale my textures or something. Does texture memory build up with more of the same texture being used... or just more unique textures?
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Texture memory usage is only for unique textures. Using the same texture repeatedly will not increase the memory usage. The trick to keeping your texture memory down is to reuse existing textures in different ways. For example, there might be a strip across a wall texture that you could reuse as a trim somewhere else.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Ok, good now I'm not so worried.
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    this may help:
    <a href='http://www.slackiller.com/tommy14/tex-dimensions.htm' target='_blank'>http://www.slackiller.com/tommy14/tex-dimensions.htm</a>
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Beware of those 256x256 textures. Ns.wad is completely full of them, so check the dimensions of that nice looking wall texture you are about to use on a 16x16 func_button <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Ns.wad also includes smaller 128x128 versions of some of the 256^2 textures, and you can always make your own scaled down versions. It may be obvious, but remember one 256^2 texture = four 128^2 textures in memory.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited May 2003
    <!--QuoteBegin--Yamazaki+May 2 2003, 07:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ May 2 2003, 07:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Texture memory usage is only for unique textures. Using the same texture repeatedly will not increase the memory usage. The trick to keeping your texture memory down is to reuse existing textures in different ways. For example, there might be a strip across a wall texture that you could reuse as a trim somewhere else. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But be sure not to use 2 identical textures with different names. Even thought they are exactly the same pixel for pixel...having different names they are each loaded seperately into memory...and NS has <i>several</i> repeating textures available. I pretty much memorize every texture I use my maps, to help keep track of my tex memory usage...but I remember them by look, not by name, and I even ended up with 3 instances of 1 texture from NS wad. Its easy enough to do a "replace all" or whatever to fix it...but just pay attention to avoid replacing a half a dozen textures.
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