[error] MAX_IMAGES (512) exceeded


(michi.be) #1

One of our site-members got this error everyx time he compiled his map.
he does a simpsons map with a LOT of custom stuff.
we weren’t able to answer him if the engine/compiler “only” allows 512 different textures in a simgle map.
I think 512 are more then enought cought

Mayby someone can help us/him out with this error?


(gynec) #2

jo zuviele custom texturen.
aber wer benutzt schon 512 texturen in seiner map. es gab jemand der hat ne bilderausstellung gemappt, der hatte diesen fehler.


(ratty redemption) #3

gynec, again but in english please :wink:


(gynec) #4

i wrote that we will take the world domination :chef: :notworthy:


(ratty redemption) #5

hee hee, k :wink:


(Maggumaster) #6

I´m the guy who has the problem with the texture limitation.
I read that there was a limitation of 256 textures in Quake 2 and a limitation of 512 textures in Quake 3.
However, my ET Simpsons map has sth. about 1000 textures.
I could not recognize this problem earlier, because I´ve never compiled the whole map. :banghead:

I really need your help

greets
Maggumaster


(ratty redemption) #7

one thing you might be able to do is combine several of your smaller custom tex into larger ones.

I did a test with this once to see if I could combine about 4 wooden crate tex, and then shift the tex on the corresponding brushes to get the 4 different crates.

the only problem I found was some color bleeding along the “edge” of the smaller tex when joined and saved in jpg format… so if you try this you might want to leave a thin black border around them.


(Maggumaster) #8

yes, this would help, but it would be a lot of work. First merge the textures, then fit all textures. This would take weeks with my 1000 textures.
But if there is no other solution, I will have to do this.
This, or wait for an updated Quake engine with 1024 textures as limit.
Maybe HL² g

Is it possible to do something against this 512 limitation in Q3 engine or do I have to wait for a new engineversion?

greets
Maggumaster


(michi.be) #9

i think there will be no further updates to the q3-engine.
maybe only in new games.

an other point with such a lot of custom-textures is the memory usage.
people with older systems could get hunk-meg errors.


(Maggumaster) #10

Quake 3 vieleicht nicht, aber hat Doom3 nicht so ne Quake verwandte engine? Auch egal, ich will die map ja schließlich für Enemy Territoy machen.


(ratty redemption) #11

off topic: guys please only post in english even if your making in jokes, I`d still like to be able to read them.

an other point with such a lot of custom-textures is the memory usage.
people with older systems could get hunk-meg errors

does this mean we should really only use the same number of tex as the default maps, even if we`ve replaced them all with customs tex?

or is it the amount of memory they add up to rather then the number of tex which is important?


(Maggumaster) #12

I think he means that lots of textures in one map would take lots of RAM.
And people with few ram could get problems.


(LodeRunner) #13

You can see how many megatexels of images you have in a given map by typing /imagelist in the console. You generally want to try to stay under about 3 for most Q3 maps (old limit, maybe new cards do better, but it might be an engine limitation.)


(SCDS_reyalP) #14

FWIW, /imagelist is affected by picmip, so if you are going to compare values, be sure the picmip values are the same. Modern games (et for example) use much more than 3 at reasonable values of picmip.


(ydnar) #15

1000 textures is excessive.

Why so many?


(Maggumaster) #16

Because its a simpsons map with full detail.
But most of the textures are only colors. So all the custom textures are 30MB. Most of the textures are only 2.5kb. But of course there are bigger ones, too.


(rgoer) #17

You should use one texture with many different rgbGen shaders to generate your colors.


(ratty redemption) #18

here are some “debug” stages I wrote to add onto the end of meta shaders so I could easily find them in game.

I think the principle would be the same for making a solid colored tex, with a lightmap stage before any of these colored stages.


 {
  map $whiteimage
  rgbgen const ( 0.6 0 0 )
  blendfunc gl_dst_color gl_src_color
 }
 {
  map $whiteimage
  rgbgen const ( 0.4 0 0 )
  blendfunc gl_one gl_src_color
 }
 {
  map $whiteimage
  rgbgen const ( 0.1 0 0 )
  alphagen vertex
  blendfunc gl_src_alpha gl_scr_color
 }
 {
  map $whiteimage
  rgbgen const ( 0.1 0 0 )
  blendfunc gl_dst_color gl_zero
 }

the rgbgen const values are simply red, green and blue, and the higher the value (between 0 and 1) the brighter the color, but I found values of 0.5 had a nice saturation to them.

in theory, you should be able to produce any color walls you want with these.


(Maggumaster) #19

ok, i will try this
sounds like a lot of work


(Hewster) #20

Just my 2 pennies…

rgbgen const, would seem to be the way to-go IF we are understanding
you correctly… perhaps a screen shot or 2 from your radiant 3D window
would help us understand what your trying to create.

I’m positive that you shouldn’t need 1000 textures to create a cartoon
look .

I wonder how many unique texture/lightmap combinations there would be
with 1000 textures !!

btw, is this your first map ?

Hewster