Maggumaster… check that thread, it might help you. Get the little util and find out if there’s anything it can give you.
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6983&highlight=
Maggumaster… check that thread, it might help you. Get the little util and find out if there’s anything it can give you.
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6983&highlight=
Well… That app isn’t much… it doesn’t even count how many textures a map has. It’ll only output which textures it has…
Sorry man 
Even the post dates way back when I’ll send him a PM asking him to change it a bit… crosses fingers
well, this programm doesn´t solve the problem. U know that i made shaders to create the colors, so they don´t count as a texture? And I´ve tried this and it works. But the output of this prog count them. And it also counts the common textures. I don´t think they count as image file. U see? But anyway, thx.
The compiler knows if there are too many images or not. But i can´t belive it doesn´t know how far it is over the limit.
yeah, it’s probably when it hits the max, it stops there. As any programmer would code it that way. Now we have to know what is considered an image/texture.
What I would consider image is anything that gets to be seen in the map. Even if it’s a 10 shaders that uses the same image, I’d think this counts as 1 image.
I’ll try to check the sources of q3map2 if I can anything to give you. Don’t hold your breath though. 
My C is way behind…
From what I could find, any and all files that exists as a reference to a tga/png/jpg are counted. An image file is counted each time it is referenced in a shader or if it’s on its own (meaning no shader).
Now… and that’s where I realize I’m way way way behind in my C 
From what I can understand, when q3map2 try to load the shaders’ images it will check all the previously found/loaded images and on the hard drive and THEN if it doesn’t find it, it’ll give the error:
Error( "MAX_IMAGES (%d) exceeded, there are too many image files referenced by the map.", MAX_IMAGES );
I just don’t understand that part because you would usually get the “orange missing texture”. Maybe ydnar can shed some light on it because from what I could read in the program if it can’t find the image anywhere it’ll print that message. :???:
At the risk of being an idiot I’ll PM him…
Ill beta ur map if u r still looking please 
PM me or Email me at JSakic9@aol.com
~Thanks
Well Maggumaster, I got an answer from ydnar and he says the code is bahaving as it should so I guess I looked at the wrong place. Maybe you should start a topic in the q3map2 forum (instead of using the other thread) or PM him. Though I’d PM him last… but that’s just me. I’ll try to check later if I can find something else.

Well, i never thought that the q3map2 is working wrong. I know that there are still too many textures. All I want to know how many to much. It isn´t that important, so I will not send ydnar a PM. I think he has better things to do. I´ll solve this on my own.
@MadJack
Thank u very very much for ur help! And off course u can join the first beta test.
And I´ll post here who else can join the beta test as soon as the beta version is done.
greetz
Maggumaster
I would gladly test the map for you, Maggumaster. If you need me, my MSN is thompzen@hotmail.com
Well, i fixed the texture problem. I think no one cares about the details. I hope so. But now i got a new problem. After i finaly could compile, et gives an error message when i trie to load the map. It says"
“CG_RegisterGraphics: Too many inline models: 394”
I really don´t understand this, because there aren´t many models in the map. The only models are some barbwire and these tankblockers. Oh, and my truck as well. Google couldn´t help me on this error.
I don´t have 256 models in my map!
I have maybe 20, but never 256! I don´t understand what the engine means with “inline”? I´ll try to find a solution today. I think it won´t become such a problem as this texture f***.
yo maggumaster check out this post http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=4479&highlight=inline+models
hope u get problem fixed i cant wait to play your map :}
hmm, thank u very much! Now I know what´s the problem. The bad news is, that i have to make the destroyable bottles at moes unbreakable. Too bad…
But thanks again for the link!
greetz maggumaster
Is it almost finished? I hope it is, cuz I can’t wait till it finished… Maybe we can have the level as far as it is now 9if it runs) and test it on our server, please PM me.
You have to think positively about these things though. At least there’ll be no beer spilled :drink:
Can’t wait to play your map man. Looks excellent. 
Maggumaster, kannst du mir sobald das Map fertig ist ne Email schicken, damit ich es auf www.etmaps.de veröffentlichen kann ?
Man, I just destroyed the work of the last week of my map. Or I don´t know what exactly happend. I just added some hints into the map. Everything went normal. I saved. And after I tried to reload the map, the program crashed. I tried a few times to load the map, but it crashed all the time. So I opend the map file with notepad and saw, that somehow many many parts of the textfile were filled with strange symbols. It looks like a square. I think it the symbol for a paragraph. Well, 80% is destroyed now. But I made some backups, so Ãt´s not that worse. But the work of the last week was very very hard and i was so happy it when i had it behind me. AND NOW I HAVE TO REDO IT. This really sucks. Can someone explain me how such things can happen?! I really don´t understand this, because I use the radiant editor for 4 years and had lots of terrible errors, but this one never happend before. I guess there isn´t a possibility to recover the map file. So I have to retexture some parts again. This is what i did last week. I HATE SUCH ERRORS. WHY DOES THIS HAPPEN SO CLOSE BEFORE THE RELEASE?!
sorry, it´s very hard to avoid using rude words.
In this sense F**k
EDIT
Thank god, the autosave worked and i could recover! This function is really the best every invited by someone!