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Old 01-03-21, 01:39   #1361
Danath
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Quote:
Originally Posted by ReH_ View Post
^ I don't know if will work for you Danath but you could try TRviewer to remove some unused textures (just open the level file and click save, then an option will show up asking if you want to remove some unused textures) hope it helps.

Looking forward to your game.
Thanks. I always do that in TRViewer when modifying the level file for use in the editor. If you mean the completed level, i didn't think of trying it but i will give it a shot tomorrow.
Hoping you like the game.

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Originally Posted by DaroRaider View Post
Ah well, it's a problem of the editor then ( if you see it in Rview too ). The compiled level has the problem. Didn't remember it.
Ok i understand it now. First i will try what Topixtor said, then RView if that doesn't change anything. And if RView fails ( hoping it doesn't... ) the animated textures trick.

Thank you everyone for the help.
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Old 02-03-21, 04:04   #1362
Fiamma Patrick
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Sorry to hear about the texture issue
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Old 02-03-21, 16:35   #1363
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Feel free to ask if you need help with the lighting or texturing from Rview.
I've done it now multiple times so I know how to get the best out of it
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Old 02-03-21, 18:50   #1364
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Originally Posted by thewolf View Post
Feel free to ask if you need help with the lighting or texturing from Rview.
I've done it now multiple times so I know how to get the best out of it
Just now i'm going to try correcting the textures in RView, they got rekt again.
So good timing, tell me about the texturing.
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Old 02-03-21, 20:43   #1365
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I wrote you a PM

Just tell me which way you want to go:

The complete way(Texturing all rooms from the start again)

or

The fast way (Just the last 10 rooms)
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Old 02-03-21, 20:51   #1366
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The fast way, retexturing only the sectors that got bugged. The thought of retexturing everything at this point makes me want to cry.

I'm going to try now to retexture only the bugged sectors and see what happens. If it gets fixed, that's what i will do at the end when i do the lighting.

Thank you for all the help!
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Old 02-03-21, 20:59   #1367
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The fast way should work, just be careful with the cutted Dxtre3d textures

Selecting with CTRL+Left Mouse Click a nice and clean 64x 64x texture from an already finished room will reduce the search time in the texture list


Good luck
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Old 02-03-21, 21:03   #1368
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Thanks again, going to start now with the retexture test.
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Old 02-03-21, 21:56   #1369
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If I understand correctly, if you only have 10 rooms left to texture with Rview, you already have the advantage of having almost all the texture IDs that you have defined in Dxtre3d to use now in Rview
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Old 02-03-21, 22:32   #1370
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Smile Yay!

Good news! I did a test retexturing the 3 rooms that got screwed last night, and after the use of RView they all reverted back to normal again!

Other things i did yesterday was removing unnecesary textured surfaces on the room borders ( above/below portal connections ). And searching for incorrectly placed triggers, which actually were quite a few ( how the heck does a trigger get placed inside a wall sector???
Corrected all that, but the textures still got rekt when texturing some of the last rooms. Level size decreased but only a tiny bit, it's still above 6,70MB.

Now i will texture what's left and begin the lighting process in Dxtre, there's still a few more textures to be created and doing some customization on certain items. Hoping previous rooms don't get crapped on, it would make creating the mesh painful. But nothing is going to stop me now.

Quote:
Originally Posted by DaroRaider View Post
If I understand correctly, if you only have 10 rooms left to texture with Rview, you already have the advantage of having almost all the texture IDs that you have defined in Dxtre3d to use now in Rview
Yes, exactly. Luckily you can rotate textures in RView so it makes life easier.
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