Re: nowadtextures
Posted by Tracer Bullet on
Tue Mar 23rd 2004 at 10:19am
Posted
2004-03-23 10:19am
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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
Posted
2004-03-23 11:29am
Leperous
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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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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
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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
Posted
2004-03-23 11:21pm
fishy
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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
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
Posted
2004-03-24 12:00am
fishy
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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
Posted
2004-03-24 12:20am
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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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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 fishy on
Wed Mar 24th 2004 at 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
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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
Posted
2004-03-24 10:48pm
Orpheus
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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: