I can't load it. Engine hunk overflow error crashes TF2 when trying to. But apparently everybody else on for gameday can.... >____>
Time for a video card upgrade. What card are you using now?
I can't load it. Engine hunk overflow error crashes TF2 when trying to. But apparently everybody else on for gameday can.... >____>
One of the reasons no one here is big on fpsb. I'm not big on maps like this either but i do love your cave's with those crystal's.
While I am using an older card, are you sure that's it? I can never find any info on just what the error means, niether today nor in the past when I've ran into it. Either way, I've never had it before in TF2, so something is still different with your map, and if I had it someone else will.Time for a video card upgrade. What card are you using now?
There are some colored hallways where its hard to tell which team people are on. I understand the ambiance of the lightning and it looking nice. Do you think you could point the colored lighting more toward the walls and put regular lighting in the center of the hallways without messing up the looks? Not that big of a deal though.
A question about that, if I may: what method did you use for your self-illuminated textures? A self-illum shader in the .vmt? This one does not seem to properly light the world. Did you go for the fancy .rad settings?I can't point the colored lighting away because the colored lighting is produced from self-illuminating textures (meaning they are omnidirectional).
A question about that, if I may: what method did you use for your self-illuminated textures? A self-illum shader in the .vmt? This one does not seem to properly light the world. Did you go for the fancy .rad settings?
I see. In that case I toss out the question: have you raised the lightmap scale on faces that don't need detailed shadows?This map nearly maxes facelights (LDR worldlights 8186/8192 720368/720896 (99.9%) VERY FULL!)and I suspect that cards without enough memory can't handle loading it.
I see. In that case I toss out the question: have you raised the lightmap scale on faces that don't need detailed shadows?
I think I've worked out why the filesize is so large: Almost all of your custom textures are uncompressed and you are using formats with an alpha channel even for textures that don't need one.
Example: materials/MQN/Concrete01B.vtf
Original (BGRA8888): 1366kb (264kb with bzip2 at max)
Quick conversion to DXT1: 171kb (124 with bzip2 at max)
According to this page, what you should do is the following:
1) Use DXT1 for typical textures that have no transparency
2) Use DXT3 or DXT5 for typical textures with transparency, depending on what the gradients are like
3) Since your normal maps all (or most?) have no alpha channel, you can use BGR888 for them. Using DXT1/3/5 for normal maps can harm their quality, but it's still worth a try if you don't mind any quality loss that may occur
Based on the example I gave, you can reduce the bzip2 size by up to 30mb (assuming you DXT1 the normal maps. If you just BGR888 them, then it'll be about 19mb saved)
Please, please release a v2 that takes this into account. I'd love to try this on my server, but I don't know how patient my regulars will be regarding the file size :S
Normally you should compress everything that is not part of the HUD. The difference of quality is unnoticeable; the difference of filesize is phenomenal
Don't worry about naming, vilepicke had maps well into their 3rd and 4th revisions, as well as I. If the filesize difference is great enough, you could consider it worth a revision. not to mention you can work on that messy chokepoint right after CP1