10-11-17, 16:27 | #121 |
Moderator
Joined: Jul 2003
Posts: 33,352
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The dark blue looks beter than the grey.
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10-11-17, 17:16 | #122 |
Member
Joined: Apr 2005
Posts: 2,144
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Thanks, i will keep it this way.
Edit: One question has arisen when beginning to light the level. Should i bother placing light bulbs in rooms you aren't going to traverse? Such as the bottom ones where you die without touching the floor. Or the ones in mid-air but you aren't supposed to go there as there's nothing but empty space and connections between places. Last edited by Danath; 10-11-17 at 19:03. Reason: question |
11-11-17, 02:23 | #123 |
Member
Joined: Apr 2005
Posts: 2,144
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Just when i thought nothing could destroy this project...
Too many textures. I have already deleted all objects that i'm not going to use, reduced the tga to just the minimum i need and also used the Fexmerger trick Feder discovered to reduce the textures. It's not working. I feel like garbage now. After all this work to make the map space and gameplay work, now this comes to an end because of that. Sorry... i tried. |
11-11-17, 04:34 | #124 |
Golden
Joined: Aug 2017
Posts: 646
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I know how you feel . I reached the limit multiple times now. Deleted all of the objects I'm not using. Even some I would like to use (weapons, ammo, Lara weapon animation ).One last thing you could try: Don't know how much weapons you will use, but reduce them. I will have only 3 weapons and maybe 2. I'm close to the limit again. Have you deleted the animation for the weapons you are not using? When you reached the limit and are only slightly above go to Config in the menu where you can open /save /save as. .... . After you click Config a small window will open. Set a mark next to the compile unused textures after building. Now when you build your level the toptimize programm, will delete and optimize your textures. Level should be playable after this. Depends on how far you are away from the limit . This could be your last hope. Or you delete the sword guy. They take many textures. Good luck
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11-11-17, 17:48 | #125 | |
Member
Joined: Apr 2005
Posts: 2,144
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I have managed to make it work again, thankfully. I used the same texture on small corners and edges and i reduced up to 50! or so the count without changing the geometry. I didn't think it would reduce it that much so i panicked yesterday...
Right now i'm about 30% done with texturing, i hope it will work. Quote:
Deleting the sword guy i suppose would help a lot because it needs 2 objects: the enemy itself and the statue. But it would make the gameplay much worse, hope i don't have to. Thanks, if you believe in a god/dess better start praying. Edit: I think i now know how to calculate if you are at the limit or not. Right now my base level when loaded in PixStr shows there is 1561 textures. And when compiling Dxtre3D shows there are 440 tex id's for the rooms. So if you add those 2 numbers the result is 2001, and it doesn't crash. When it was crashing yesterday the tex id's on Dxtre were 480+, so when adding it to the 1561 from PixStr the result was more than 2048, the number Feder said in his tutorial as being the max. It matches. Last edited by Danath; 11-11-17 at 18:43. Reason: update |
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11-11-17, 22:47 | #126 |
Member
Joined: Apr 2005
Posts: 2,144
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Sorry for the double post, but the level is not going to be finished.
I tried to have as low texture count as possible, but it doesn't work. The only way at this point would be to delete one of the guardians, but it would compromise my vision too much and i'm choosing not to do that, hope you understand. It's ridiculous how much you have to delete from the base. Sorry to dissappoint. I have tried as hard as possible, but at this point i'm too tired of this project. I hate leaving something unfinished but i'm unable to do this. Maybe in the future if the enemies are ported to the TR4 engine i could port this over and use Tomb Editor. Probably this is the last time i'm using the TR2 engine, it limits me so much. Don't know yet. Edit: If someone wants to try the map, even with placeholder texturing, send me a PM. That way i could gather opinion/s about it. Last edited by Danath; 11-11-17 at 22:57. |
12-11-17, 00:49 | #127 |
Member
Joined: Apr 2012
Posts: 10,343
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You can do this, sweetheart
whether being TR2 engine or a faked one (in TR4 engine), I'm sure you're going to slay those players !!!! |
12-11-17, 12:24 | #128 | |
The Inscrutable One
Joined: Apr 2006
Posts: 9,513
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Quote:
I had this problem with my 2017 Christmas video which I have made for Christmas, and this complex character below had far too many meshes and that was enough to crash the level, so I solved it by reducing the meshes on her back. I wonder if I could put your guardian back in by reducing the meshes on it. I can make any shape of character using PixStr and 3D meta. If you want, you could PM me and send me two versions of your level in .tr2 format, one being the level that works without the guardian, and the other the level that does not work with the extra type of guardian put in locations within the game, I will see what I can do trying to get it back in the game I do not want to see all your work wasted, by not finishing this game, so it would be worth a shot at trying to get it working. Cheers Chi Last edited by The Great Chi; 12-11-17 at 14:06. |
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12-11-17, 17:37 | #129 |
Golden
Joined: Aug 2017
Posts: 646
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I can take a look over this after I'm finished with my levelset My first level is close to 100% completed, only the lighting is left and a short test run after this.
Edit: I'm having the same problems with the texture limit. To avoid it I only rotate and mirror the textures on some places. I would like to do this on more ,but it's not possible Last edited by thewolf; 12-11-17 at 17:41. |
12-11-17, 18:04 | #130 | ||||
Member
Joined: Apr 2005
Posts: 2,144
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Quote:
Quote:
That image you have there is funny, that bear is so cute. Quote:
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Also thewolf, be careful with the floating map you are making, because there's a "Lara misc animations" that needs to be included if you use the spear guardian, it has the special "impale" death for it. Last edited by Danath; 12-11-17 at 18:07. |
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