max_map_miptex

max_map_miptex

Re: max_map_miptex Posted by Yak_Fighter on Tue May 25th 2004 at 5:49pm
Yak_Fighter
1832 posts
Posted 2004-05-25 5:49pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
ok, when I compile the snarkpitcrew map using XP-Cagey's version of ZHLT the first error i get is max_map_miptex. I know it means that there's too many unique textures in the map and that some of the possible ways to solve it are to simplify the texture set using fewer textures, reducing the size of large textures, and changing a setting in zoner's compile tools to increase the allotted texture memory.

I know at one point this map was compiled with all these textures, and I have no intention of retexturing a 6100 brush map. I've looked all over the internet, from the Natural Selection forums to the Collective, but I can't find the line I need to add to change the texture memory. I have found that -texdata # might help, but I haven't figured out how to use it.

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

146 brushes (totalling 872 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (77.91 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (64.85 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
  • Contains 230 used textures, 94.65 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\signs.wad
  • Contains 8 used textures, 3.29 percent of map (8 textures in wad)
Using Wadfile: \sierra\half-life\valve\tfc.wad
  • Contains 3 used textures, 1.23 percent of map (279 textures in wad)
added 50 additional animating textures.
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture 18WHL_FLOOR not found!
Warning: ::LoadLump() texture 18WHL_FLOOR not found!
Warning: ::LoadLump() texture NULL not found!
Error: Exceeded MAX_MAP_MIPTEX
Description: Texture memory usage on the map has exceeded the limit
Howto Fix: Merge similar textures, remove unused textures from the map
Re: max_map_miptex Posted by Forceflow on Tue May 25th 2004 at 6:09pm
Forceflow
2420 posts
Posted 2004-05-25 6:09pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
From the XP-Cagey Readme Docs:
-texdata #

Alter maximum texture memory limit (in kb).

Halflife was built with a 2Mb texture limit, as was Opposing Force. The ZHLT default limit is 4Mb. Even 4Mb can be a bit much, when combined with model textures, skies, hud graphics, and more. This is especially true of people with older cards (Voodoo 1 and 2's, etc).
So I'd suggest you just put the limit on 6 mb or something like that ... should be enough. 6mb = 6 * 1 mb = 6 * 1024 kb = 6144 kb.

So the parameter would look like: -texdata 6144

Never used it before, but I think it should work this way.
Re: max_map_miptex Posted by Gollum on Tue May 25th 2004 at 6:10pm
Gollum
1268 posts
Posted 2004-05-25 6:10pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
This is a shared option, so it must be set for ALL tools.
Re: max_map_miptex Posted by Forceflow on Tue May 25th 2004 at 6:12pm
Forceflow
2420 posts
Posted 2004-05-25 6:12pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Hehe, true Gollum :razz:
Re: max_map_miptex Posted by Yak_Fighter on Tue May 25th 2004 at 6:31pm
Yak_Fighter
1832 posts
Posted 2004-05-25 6:31pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
alright, one compiling error down, probably many more to go. thanks!

btw where did you find this Readme?
Re: max_map_miptex Posted by 7dk2h4md720ih on Tue May 25th 2004 at 6:34pm
7dk2h4md720ih
1976 posts
Posted 2004-05-25 6:34pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Delete Orphs section and all the mysterious errors will disappear! runs :biggrin: Nice to see you're workin on it bud.

[edit] Here Yak, go to the info_compile parameters part.

http://www.snarkpit.com/pits/alien_sniper/instructions.htm
Re: max_map_miptex Posted by Forceflow on Tue May 25th 2004 at 6:50pm
Forceflow
2420 posts
Posted 2004-05-25 6:50pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Yak_Fighter said:
alright, one compiling error down, probably many more to go. thanks!

btw where did you find this Readme?
Was included in the last zipfile with the Cagey tools.

Good timing for the question too, I just downloaded them today and read the docs while compiling :razz:
Re: max_map_miptex Posted by Yak_Fighter on Wed May 26th 2004 at 2:45am
Yak_Fighter
1832 posts
Posted 2004-05-26 2:45am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Alien_Sniper said:
Delete Orphs section and all the mysterious errors will disappear! runs :biggrin: Nice to see you're workin on it bud.
Oh, you have no idea... :biggrin:
Re: max_map_miptex Posted by Orpheus on Wed May 26th 2004 at 10:39am
Orpheus
13860 posts
Posted 2004-05-26 10:39am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
yak, get with me via PM..

if you cannot compile this beast, i will get it for ya i promise..

but now you see exactly what i meant.

it will compile.. without deleting anything, you just need the correct combination of tools..

Xcageys tools, by themselves are NOT the answer..
Re: max_map_miptex Posted by G4MER on Wed May 26th 2004 at 10:57am
G4MER
2460 posts
Posted 2004-05-26 10:57am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I was just about to ask about this.. Deb and I got this error a couple nights ago and it was driving us nuts.

Orph what tools do you recommend.. you mention tools.. but not what tools we need.

($)
Re: max_map_miptex Posted by Orpheus on Wed May 26th 2004 at 11:02am
Orpheus
13860 posts
Posted 2004-05-26 11:02am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
MoneyShot said:
I was just about to ask about this.. Deb and I got this error a couple nights ago and it was driving us nuts.

Orph what tools do you recommend.. you mention tools.. but not what tools we need.

($)
for the pitcrew map it was 2.5.3-17 for csg,bsp and vis... and Xcagey for rad i think..

or maybe 2.5.3-17 for csg,bsp
Xcagey for vis
and 2.5.3-17 for rad

its one or the other.

the pitcrew1 map is so large, it has reached virtually every limit imaginable, save the entity based ones..