Map file size help

Mistpirit

L1: Registered
Oct 20, 2021
2
0
Heya so I made a fully custom map but when it's made into a .bsp at the end its 1.56 GB. How do I reduce the file size of it? I tried the usual compression programs like BSPZip but I get an "
Out of memory or address space. Texture quality setting may be too high. " error. I have 16 GB of RAM and a GTX 1660 so I shouldn't be running out of any memory. Any ideas or help? My map does have a TON of custom assets tho.
 

Suna

What's a greybox?
aa
Nov 10, 2017
407
614
When you say fully custom, what do you mean exactly?
Are these assets made by yourself? If so, make sure you optimise them to reduce file size.

Otherwise, make sure that the lightmap scale in your map is at a reasonable value (if you have all surfaces set to 1, for example, that will hugely boost your file size)

If it's not either of those, i'm assuming there's some kind of compile error occurring. Try using compilepal.

And if even that fails you... then I got no clue.
 

Tumby

aa
May 12, 2013
1,085
1,194
If you are serious with using a TON of custom assets: You don't need every wall to be a custom texture, or every corner to have a different crate model.
Check that only the stuff you actually need is being packed. Your packing program might have done an oopsie. Use GCFScape to check what's inside the BSP.
 

Mistpirit

L1: Registered
Oct 20, 2021
2
0
Thanks for the replies guys! Yeah I'll try lowering the lightmap scale and checking if my packing program made an oopsie. and by custom assests yeah I made a bunch but also downloaded some online from places.
 

Cyberen

L3: Member
Mar 30, 2021
143
30
As fun and rewarding as it is to use custom assets, remember that TF2 is an old game and the Source engine is even older. You will have to replace as many custom textures, models and sounds as possible in order to get it to a decent size. I would suggest learning Unity if you want more freedom with your creation.

For models, consider reducing the polycount and making certain models or details just sprites or textures.
Same models can have different color variations and bodygroups (if the armature is the same).
For materials, remember that most TF2 textures are 512x512, so aim for that or lower. Creative texturing can make certain textures redundant.
 

Xbmann

aa
Jul 8, 2019
63
52
1.56 GB is insanely large. Are the assets you are using actually made for the game? Make sure that any materials you're using have appropriate vtf compression (ex. they are imported with dxt1 or dxt5 rather than RGBA8888). Make sure sounds are compressed mp3s rather than .wav files, they can bloat the filesize. If you open the map in gcfscape you can use the properties option on folders to look at where all of the filesize bloat is coming from.

upload_2021-10-23_13-10-45.png


upload_2021-10-23_13-8-30.png
 

FamyCHoff

L1: Registered
Oct 20, 2021
12
0
try to turn some of the brushes into a model (I think it will do as a weight optimization, although I might be wrong.)