Eidos Interactive Forums
  Tomb Raider Level Editor
  Oh No! Is it the Texture Memory problem again?

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Oh No! Is it the Texture Memory problem again?
Phabius Phodes
Member

Posts: 195
From:Sao Paulo, SP, Brazil
Registered: Jun 2001

posted 08-05-2001 03:34 PM     Click Here to See the Profile for Phabius Phodes   Click Here to Email Phabius Phodes     Edit/Delete Message   Reply w/Quote
Well people, Iīm working hard on my second level, the sequel to City of Blezqi Zatsaz.

Itīs not even 50% complete, and I had a strange texture problem already.

This one is not like the one I had with my huge first level, when textures disappeared and Lara stood floating in the dark.

This time, after adding a big room, one of the already used texture tiles appears black in the whole level. Just this one particular texture tile, and when it was applied flipped.

So I deleted some columns (objects) and everything was fine again.

Then I added normal walls to replace the object columns, and the problem came back, this time showing only a triangle piece of that tile correct, and the other triangle side with some other distorted image. The TGA file is ok, the tile appears normally in the texture window, and also on the editor. You only see the problem when youīre playing.

Is it that disgusting texture memory problem again?

If it is, how can I make levels with perfect texturing with this crap?

IP: Logged

dhama
Member

Posts: 767
From:Tibet
Registered: Apr 2001

posted 08-05-2001 03:37 PM     Click Here to See the Profile for dhama   Click Here to Email dhama     Edit/Delete Message   Reply w/Quote
well Phabius, I think everyone is starting to realise that the golden egg was just an ordinary egg with gold paint on it..

------------------


TOWER BRIDGE 2 OUT NOW!!!

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-05-2001 03:46 PM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
never had that problem, I know a few dont's like changing the texture set away thru, adding a door in a wall


IP: Logged

Raider of Tombs
Member

Posts: 442
From: The mining ship Red Dwarf
Registered: Dec 2000

posted 08-05-2001 05:44 PM     Click Here to See the Profile for Raider of Tombs     Edit/Delete Message   Reply w/Quote
I had a problem with textures - I made a custom set, but when I tried to open, it jumbled them up, and crashed! I must have had too many (almost 50)

IP: Logged

TRT
Member

Posts: 85
From:TOKYO
Registered: Jul 2001

posted 08-06-2001 01:51 AM     Click Here to See the Profile for TRT     Edit/Delete Message   Reply w/Quote
when you run the compiler.

Check if it gives you sprite error, when it runs.

pe@ce
MIRAI

IP: Logged

piega
Member

Posts: 151
From:Netherlands
Registered: Dec 2000

posted 08-06-2001 08:49 AM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
Hi Fabio, about the texturing, how many texture info do you have while converting. After about (it depends on how many objects you have) 300 texture info's no more information is given with converting. And i know you are texturing with perfection but watch your texture info!!!

IP: Logged

Phabius Phodes
Member

Posts: 195
From:Sao Paulo, SP, Brazil
Registered: Jun 2001

posted 08-06-2001 11:35 AM     Click Here to See the Profile for Phabius Phodes   Click Here to Email Phabius Phodes     Edit/Delete Message   Reply w/Quote
This is what the converter says:

218 room tex infos.

73 rooms.

3005 textures

Text infos 3005 transparent 56.

15 texture pages.


I guess Iīm not on the limit...

IP: Logged

Tijay
Member

Posts: 31
From:
Registered: Jan 2001

posted 08-06-2001 12:41 PM     Click Here to See the Profile for Tijay   Click Here to Email Tijay     Edit/Delete Message   Reply w/Quote
Hi,
I have had the same prob. in the past. Check what the Converter replies about the FileAllocBuffer. Is this code more about 7500000-7600000 you overload the max. Limit.
If your Level is too big, better split it into 2 parts.
tijay

IP: Logged

Phabius Phodes
Member

Posts: 195
From:Sao Paulo, SP, Brazil
Registered: Jun 2001

posted 08-06-2001 11:37 PM     Click Here to See the Profile for Phabius Phodes   Click Here to Email Phabius Phodes     Edit/Delete Message   Reply w/Quote
I canīt split the level in two now. I mean, its not big, with only 73 rooms. Actually itīs a small level by now, which you can complete in about 50 minutes, itīs just half of what the first level was. And the added room that caused the problem is the middle section of a huge place with a bridge, 5 stacked rooms. How will I split it and where? I had a planning for this level, that by now must be followed, or started over, due to the connections and puzzles.

Damned!!!

IP: Logged

All times are PST (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | EidosGames.com

[Copyright 1999/2000 - Eidos Interactive, Inc.; Mpath Interactive]

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c