Re: max texture limit
Posted by KungFuSquirrel on
Sun Dec 21st 2003 at 5:23pm
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Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
Zoner's tools allows this. Use "-texdata [X]" to set the new memory limit, where [X] = the number of kilobytes you wish to allocate. For example, for 8 megs, you'd add "-texdata 8192"
This is a shared parameter across all the compile executables; at least that's how it's listed in the ZHLT documentation.
Also, make sure you're using the texture memory reading from the compile log, NOT WC/Hammer. This will give you an incorrect and inflated total. You can also reduce texture memory usage by using fewer redundant textures (if applicable) or by finding textures applied to non-visible faces (if any)
Re: max texture limit
Posted by Campaignjunkie on
Sun Dec 21st 2003 at 9:01pm
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Feb 12th 2002
Occupation: Student
Location: West Coast, USA
As a side note, the texture memory reading in Hammer usually doubles the actual amount. (i.e. if you have 3.7 megs, it will read somewhere around 7.4 megs).
Try not to go over this 4 mb limit though; if you're careful enough you should rarely be forced to do so. Replace redundant textures as KFS has suggested.