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Author Topic:   Maximum number of textures
SkylineGTR
Junior Member

Posts: 11
From:ACT, Australia
Registered: Feb 2001

posted 02-27-2001 04:38 PM     Click Here to See the Profile for SkylineGTR   Click Here to Email SkylineGTR     Edit/Delete Message   Reply w/Quote
I think I may have discovered the limit to the number of textures you can use in a level! 312.

This number however does not seem to be simply the number of 64 x 64 pixel tiles in your TGA file.

When I started my fisrt level I decided to create a TGA that contained as many textures as possible. I think it was around 256 individual tiles. I have had no problems until now.

My level currently has 92 rooms and not all have been textured. Just yesterday when converting the TOM file I noticed something different. The window that displays what is being processed stopped after only 3 lines of information, the last line showing: 'Number of Room Tex Infos = 302' which I assume is the number of textures being used. However it still successfully created the level.

Then after making more modifications I went through the process again but this time the number of Tex Infos was 312 and the Level Convertor didn't look like was doing anything after displaying the first 3 lines of information, but it still completed successfully.

The next time the number was 313 and as soon as this line of information was displayed the program terminated.

I ran a few tests and it seems like the way it counts the number of different textures is not how I thought it would. It appears that it counts a full tile as 1, regardless of the orientation of the tile (upside down, reversed), but it aslo counts any smaller section (3/4 tile, triangle, 1/16 tile) as 1 texture as well. Which means it is possible to actually use up something like 40 textures from 1 tile with all the possible combinations.

Someone may have already discovered this but I haven't heard anything about it anywhere, only that in the manual at does say that there is a maximum number of textures you can use but that some experimenting is required. Has anyone else experienced a similar problem.

I hope this information is useful to some of you. And it's probably a good idea to keep an eye on the 'Number of Tex Infos' when converting your level so you don't have to do what I am going to have to do, re-texture my entire level to reduce this number.

Cheers.

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CroftsGate
Member

Posts: 84
From:
Registered: Jan 2001

posted 02-28-2001 02:01 PM     Click Here to See the Profile for CroftsGate   Click Here to Email CroftsGate     Edit/Delete Message   Reply w/Quote
Being the author of Texture Edit: www.3dactionplanet.com/tombraider I tried myself to work out the max textures you could have. The manual says it depends on the number of rooms and objects you have. So the less rooms or objects you have the more tiles you can have. The problem may have been simply that TR had to be developed for the PSX which has a lot less memory. What I think this means is that the PC can quite happily have hundreds of tiles and still be happy. Try to convert it for the PSX and you may get a completely different story with it spitting at you.

The truth is that when I tried to discover the max amount of textures allowed I got different results depending on the machine I was running a test on. This is probably why the manual says to experiment as PC's are all different and have many different memory configurations.

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Crofts Gate Online
http://www.3dactionplanet.com/tombraider
mailto:tombraider@3dactionplanet.com

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The ARCHIVES
Junior Member

Posts: 10
From:Egmond aan zee, Netherlands
Registered: Dec 2000

posted 03-04-2001 12:03 PM     Click Here to See the Profile for The ARCHIVES   Click Here to Email The ARCHIVES     Edit/Delete Message   Reply w/Quote
Hello!
By now it seems that only a range of 297 textures will let you have a complete output of your convertor. All textures above that depend on your system.
I build a level with 426 room tex infos and it worked. You will find a small but useful amount of TOMBING tips inside my homepage.
You can download my level at http://home.planet.nl/~the_archives
to see that it works yet.

C. U.

THE ARCHIVES

[This message has been edited by The ARCHIVES (edited 03-04-2001).]

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SkylineGTR
Junior Member

Posts: 11
From:ACT, Australia
Registered: Feb 2001

posted 03-04-2001 04:00 PM     Click Here to See the Profile for SkylineGTR   Click Here to Email SkylineGTR     Edit/Delete Message   Reply w/Quote
Just as a follow up to my previous experiences. At the time of my last post I had not textured all the rooms I had built. I have re-textured some rooms to reduce the number of textures and have now continued to texture the rest of the rooms.

But now the Level convertor crashes and I only have 287 Tex Infos. I still have 92 rooms.

So it seems it is very system and level size dependent.

I currently run a PIII 450 with 64MB RAM. I would be interested to know what systems the rest of you have and also whether you have had a similar problem. Also the number of rooms and textures you have successfully been avble to convert.

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cool#9
Member

Posts: 236
From:FRANCE
Registered: Jan 2001

posted 03-04-2001 11:30 PM     Click Here to See the Profile for cool#9   Click Here to Email cool#9     Edit/Delete Message   Reply w/Quote
"Qui va la j't'en prie ?"

You 'll find there's a limit so as to how many animated textures are used per screen too !!!!

It's just experimenting, and hence reducing the number of animated textures to the maximum permitted per screen.

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Pytr
Member

Posts: 132
From:Netherlands
Registered: Dec 2000

posted 03-07-2001 06:53 PM     Click Here to See the Profile for Pytr     Edit/Delete Message   Reply w/Quote
sorry to interrupt but 'archives' you've got an awesome site there !

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