The Thing That Should Not Be

WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
<div class="IPBDescription">...</div> Well, I've been sitting here now for about 2 days trying to work around this problem. Using ns.wad and ns2.wad while making a map has never caused me any problems before, until I decided to compile my 8% completed map (made up number, yes). The -chart let me know that I use 47 textures from ns.wad and 74 textures from ns2.wad...

Now, first off I just want to say.. how in the world is that possible when I've been using perhaps.. 20 from each O_o??¿¿

The only reason I want the ns.wad is the "null" texture. I always start building a brush/room/map with the "null" texture, then texture the visible areas with ns2.wad textures. The "null" is not included in ns2.wad, hence I have to have ns.wad as well.

Anybody got a guess/solution/tip? I sure do not know anymore.. and we are talking about 3 months worth of mapping =/

Thank you all who consider writing...

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Ok, well not sure what your problem is but, if you only use the null texture from the ns.wad I would consider useing the zhlt.wad which has only 4 textures, clip, skip, null and hint.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    I had this same problem, i couldn't believe how many textures i had used in a small space. Don't know how to fix it, but go through you .map file in notepad or something, and make sure there aren't textures in there that you can't actually see maybe?
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    If you are using Worldraft/Hammer you should open up your texture browser and tick the 'Only used textures'
    Then when you find lots of textures you don't use (or think you don't use) simply use the replace texture button. Replace them with some you are sure you are using. If the textures you don't want to be there is there anyway they are most likely somewhere where you cant see them. Then they are safe to remove.
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    edited December 2003
    Replace them with bright white or sky or some other texture that's really easy to spot is out of place. Go through the map looking for the texture, then if you can't see it anywhere, do a last replace with a texture you're using.

    EDIT: you might want to use a texture you're not using anywhere so you don't have to go back and replace it later. *grin* I've been using a completely white 16x16? patch in the half-life.wad, I believe for this, but I don't recall its name.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    2 questions. Are you using those tex or is it saying you are? How are you compiling the texs into the map?
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    Well, thank you alot for the replies.

    I already scrapped 2 months of texturing and replaced everything with the ZHLT.wad Null texture, which made everything fairly easy to see, then ran into max_patches problem, so I added -sparse (using Nems batch Compiler) and removed the 5 larger blocks surrounding the non-completed level.

    Am now trying to fix the map by adding temporary corridors between each room and then, when retexturing the entire map, I guess I go room by room and try to stay to a maximum of 20 textures =/. But still, I am certain people use more textures than this for each map, take hera for instance, or bast for that matter, a vast texture usage. Anybody knows roughly how many textures from ns2.wad that can be used? it's 4mb limit, yes, but does the amount of using one single texture add to the total? Stupid question maybe, but this is not my stronger side.

    I thank you again for any help I have gotten and hopefully WILL get.

    Cheers.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    If your hitting the limit, try replacing textures with ones that look similar that you used elsewhere, and remember the size of the texture (256x256, 128x128, etc) effects the total size, so smaller textures means alot smaller total size towards the limit
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    Well, if you go scaling textures down to 64x64 I'll end up with alot of brushes when compiling won't I ?

    I've heard theres a command you can use that runs through the map, writes up all the used textures for you so you can open it all up in wally, take only the used ones and then make a new .wad that you ship with the map (it's still the same textures, only in a .wad named the same as my map with ALOT less textures than the original 500+) and then make sure that squeallikeapig gets his appropriate thankyou's in the readme (I apoligize for spelling errors and/or having the incorrect name) for his superb textures.

    If what I want is not understood clearly here I am sorry, but all in all: I want to be able to make my map, using textures from ns2.wad and with a few lights from ns.wad, but since I hit this.. limit I am now "scared" so to speak since alot is depending on this. The entire map is a project I managed to get at school and in order for me to get a higher grade I must atleast have something to show. I've put 3 months into the map itself, whereas two are now reverted and I will have to do it all over again. But I can live with that.

    Again, this forum is the best, I have to say that over and over again. The amount of helpfull people in here is stunning. Thank you:

    Reebdoog
    Vahn_Paktu
    K'Ragg
    Andos
    tseepra

    for your help and I hope you understand how important this is to me =)
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited December 2003
    in the ns.wad, and maybe the ns2.wad there are some textures that are 256x256 and also the exact same texture at 128x128 (i think its those sizes) if you use the smaller texture in place of the bigger texture, it looks basically the same (ok, maybe a little bit of quality loss, remember to scale the small one up, or whatever). If you use VHE you can go into the textures and click a button that only shows the ones you have used
    you can -wadinclude the .wads you used, i'm pretty sure it only add's in what textures you actually used in your map.

    btw, yay, i was first on list, lol.

    edit: btw, in VHE you can select the texture you want to look at, then click 'replace', in that window click 'do not replace textures' this will just highlight any brushes using this texture so you can find them quickly.
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