nowadtextures

nowadtextures

Re: nowadtextures Posted by Tracer Bullet on Tue Mar 23rd 2004 at 10:19am
Tracer Bullet
2271 posts
Posted 2004-03-23 10:19am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Here is the problem: if I use the command -nowwadtextures on hlcsg, hlbsp subsequntly crashes. it doesn't give a usefull error message the way the compile tools usualy do, it just throws windows an uninteligable error and dumps. has anybody experienced this before? if so, is there away around it?
Re: nowadtextures Posted by Leperous on Tue Mar 23rd 2004 at 11:29am
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Posted 2004-03-23 11:29am
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You misspelt it- -nowadtextures

If that doesn't help then try posting your compile log anyway!
Re: nowadtextures Posted by fraggard on Tue Mar 23rd 2004 at 1:19pm
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Posted 2004-03-23 1:19pm
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Wait. If he misspelt it in HLCSG, how did it even run CSG?
Re: nowadtextures Posted by Tracer Bullet on Tue Mar 23rd 2004 at 8:19pm
Tracer Bullet
2271 posts
Posted 2004-03-23 8:19pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Bah. I misspelt it in my post, but I am useing the ZHLT GUI, so I know it wasn't misspelled for the complie.
Re: nowadtextures Posted by fishy on Tue Mar 23rd 2004 at 11:21pm
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Posted 2004-03-23 11:21pm
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why would you want to use the old -nowaddtextures which includes ALL the used textures into the bsp, instead of the newer, spinkier, -wadinclude, which only includes textures from named wads?

unless there's no standard textures being used. then it would make no difference.
Re: nowadtextures Posted by Jinx on Tue Mar 23rd 2004 at 11:34pm
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Posted 2004-03-23 11:34pm
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we've discussed this before, but for those of us who use little or no default textures it's much simpler to use -nowadtextures.
Re: nowadtextures Posted by fishy on Wed Mar 24th 2004 at 12:00am
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Posted 2004-03-24 12:00am
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i dont remember seeing it discussed, but no matter.

maybe i should have made my post as a suggestion that the -nowaddtextures had included textures in excess of whatever the -texdata parameter was set at, and that it might go away by using -wadinclude instead, as it <generally> includes less textures.

an alternative might be to increase the -texdata setting.
Re: nowadtextures Posted by Tracer Bullet on Wed Mar 24th 2004 at 12:20am
Tracer Bullet
2271 posts
Posted 2004-03-24 12:20am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Hmm.. I thought it was the other way around, and that -nowadtextures would parse all of the textures that were used in the map. that is probably the root of my problem.
Re: nowadtextures Posted by Jinx on Wed Mar 24th 2004 at 3:56am
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Posted 2004-03-24 3:56am
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if you were above the maximum texdata, it would cause a compile error whether or not you were including textures. you can add -texdata 8192 to all compile tools to increase the max from 4mb to 8mb.

nowadtextures includes ALL textures used by the map in the bsp. it's like having -wadinclude for every wad that is loaded in Hammer. if you are using a lot of default HL textures, this makes your bsp bigger than it needs to be since you are sending people textures they already have. if you are using little or no default textures, you might as well use it, though, since you don't have to worry about forgetting to wadinclude something. especially nice if you tend to work on multiple maps at once like me and are constantly swapping wads in and out of the editor.
Re: nowadtextures Posted by KungFuSquirrel on Wed Mar 24th 2004 at 4:10am
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Posted 2004-03-24 4:10am
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
maybe i should have made my post as a suggestion that the -nowaddtextures had included textures in excess of whatever the -texdata parameter was set at, and that it might go away by using -wadinclude instead, as it <generally> includes less textures.
Nope. It includes fewer textures, of course, since the rest are loaded separately from the .wad file, but the number of textures used in the map, which actually do count towards the texdata limit, is the same regardless. Using one method or the other won't actually change your texture memory usage, unless you forget to -wadinclude a .wad and therefore textures that were used otherwise are not found and replaced with the checkerboards o' death - or, rather, a missing .wad error on running the game.
Re: nowadtextures Posted by fishy on Wed Mar 24th 2004 at 4:32am
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Posted 2004-03-24 4:32am
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i see. i was under the impression that -texdata was only related to what gets embedded in the bsp.

ah well...., i guess it would be plan B then.
Re: nowadtextures Posted by Cash Car Star on Wed Mar 24th 2004 at 4:45am
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Since people are talking about the -texdata, is it possible you're using more than 4 mb and so are using the -texdata in hlcsg but forgetting to also add it to every other stage of the compile? (They all need it.)
Re: nowadtextures Posted by Tracer Bullet on Wed Mar 24th 2004 at 5:38am
Tracer Bullet
2271 posts
Posted 2004-03-24 5:38am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Bingo. that was it. Thanks Cash. make that comment a solution so I can mark it correct.
Re: nowadtextures Posted by Orpheus on Wed Mar 24th 2004 at 10:48pm
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Posted 2004-03-24 10:48pm
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i have noticed, many of these questions were asked/solved when/while i was compiling pitcrew1

tis a shame, all those posts were lost from V3 snarkpit :sad: