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Author
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Topic: Is there a way to clear individual textures?
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Phabius Phodes Member Posts: 256 From:Sao Paulo, SP, Brazil Registered: Jun 2001
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posted 09-02-2001 10:17 AM
I´m having a serious texture memory limit problem with my new level.So I think the best way is to make some rooms texturing more simple. The only option to exclude textures in a room is Clear Room. Well it will be a nightmare to completely retexture some of the huge rooms I have. So is there a way of clearing it tile by tile? Also, a question I have since I began working with this thing, which can be related with the question above: If, for example, you have a textured wall, and you rise a block close to this wall, covering it´s surface, the now invisible textures are removed? I´m asking this because usually you make changes to a room after it´s textured, and some textured surfaces may be covered. Are these textures included when you convert the level? Because if they are, you can have texture limit problems caused by tiles which are not even visible in game... IP: Logged |
Raider of Tombs Member Posts: 600 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 09-02-2001 10:54 AM
All you have to do is select the color of the wall - i.e. dark green, green, or light green, from the colors on the bottom and paint as you would a regular texture. The same with blue for floor and ceiling.IP: Logged |
piega Member Posts: 205 From:Netherlands Registered: Dec 2000
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posted 09-02-2001 11:57 AM
I have thought about that too. You can check this out when you convert the level. It shows how many textures there are. I think it does. Because i have placed a wooden texture where a trapdoor should come. Later i make the door to the room beneath and suddenly when i walked over the trapdoor (when placed) i hear a wooden sound that i have given to the texture. The texture does not show but when the trapdoor is closed the texture is there invisible because i hear the wooden sound. If the trapdoor is open there is just a normal opening. I have waited till you send something but nothing... I am going away tomorrow for 5 days so, good luck.Rene IP: Logged |
piega Member Posts: 205 From:Netherlands Registered: Dec 2000
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posted 09-02-2001 12:01 PM
How many texture info do you have? Mine crashed about 379 so i retextured and now it is 288. A lot of work but neccesary. Also look out how many texture tiles your wad has! And watch your tom file, dont go over 2,25 mb. Well, cant help any further...IP: Logged |
Wee Bald Man Moderator Posts: 354 From:Left Luggage Locker #8, Heathrow Airport, London Registered: May 2001
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posted 09-02-2001 12:13 PM
Texture memory limit is not dictated by how many textures you have in your level - it is affected by how many texture tiles you have in your TGA (text) file.The geometry does not 'cover' textures - think of the room as a 'skin' or a jelly mould - it is not made of blocks which overlap eachother. That is just how our brain percieves it. It is not possible to accidently leave textures behind. If the texture isn't in your TGA file then the texture won't be in the game. Each face points to a texture in your TGA file. If you change the tile, all the faces 'pointing' to that tile will update when you reload the TGA file. Another factor which affects the texture memory limit is animated texture ranges - you can't have too many animated textures or it will cause texture limitation problems. Finally, if you keep the animated texture ranges near the top of your TGA file, you will have less problems. This is just a quirk of the editor. Hope this helps, WBM IP: Logged |
Raider of Tombs Member Posts: 600 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 09-02-2001 12:56 PM
Ah, now I know what you're talking about - That's just what I did when I was building the texture set of one of my levels, I'd start off with the basics, then if I needed more textures, I'd add them to the bottom of the TGA, and load the TGA again in the editor, with no harm done to the existing TGAs. its really simple. Sorry Phabius I misinterpreted your post.IP: Logged |