4mb Texture Limit
ImaTarget
Join Date: 2002-11-01 Member: 3415Members
<div class="IPBDescription">well may not belong in here...</div> But here are alot of people who now mapping. soooo i started my map and i am not even half done and have already reached 47% of the 4 mb allowed for textures. now before i continue i would like to know how this is calculated? Is it just the textures and their seizes, or do big rooms with lots of texture patches add lots of Textada? i fear i have build too big <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> but rather rebuild now then later! Are there any "tricks" on how to keep texdata low?
Thanks to anyone who can give or point me into the direction of information regarding this issue.
Thanks to anyone who can give or point me into the direction of information regarding this issue.
Comments
Anyways, the texture data is calculated from the sum total of all the textures you used. So if you used one texture worth 100kb, another worth 125kb, and a third worth 225kb, that's a total of 450kb. Regardless of how many times you use those 3 textures, it will still use up 450kb of texture data.
Btw, if you're using a lot of animated textures, keep in mind each frame of the animation takes up memory... so if you need to hack out textures, start by getting rid of texture animations.
-me hugs j00z
I'm screwed. I dont know what textures to take out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
and if you are not trying to get an "offical" map, just another custom map that almos no servers will run, then you CAN go over the 4MB limit.....