sorry for the long text 
[QUOTE=ailmanki;226355]ehrm … I wonder … I thought you can remap the same same shader over and over again as often you like… But you cannot remap more then a specific amount of different shaders.
so you should be able to remap the compass as often as you like… maybe you forgot to call remapshaderflush or something?
maybe I am wrong or missunderstood something…
[/QUOTE]
or maybe i misunderstood something. for my understanding what you say is all true. you can remap as often as you like, as long as you flush to not hit that 128 limit, and as long as you dont have 32 different shaders.
in my map i remap the compass as this:
remapshader "path/to/compass" "path/to/shader1"
this goes all the way down until i hit that limit, remember, i already have 20 other remapshader commands in that buffer:
remapshader "path/to/compass" "path/to/shader1"
remapshader "path/to/compass" "path/to/shader2"
remapshader "path/to/compass" "path/to/shader3"
remapshader "path/to/compass" "path/to/shader4"
remapshader "path/to/compass" "path/to/shader5"
remapshader "path/to/compass" "path/to/shader6"
strangely now after i have reworked some pics in paintshop the overflow now gets reached by hitting shader6.
very strange. perhaps can someone explain me that buffer stuff and how it gets loaded and with what it gets loaded to hit that limit. the very very strange thing and what i dont understand is that when i remap the compass it will take two remapshaders away from my disposal. so having only that compass to remap i would hit that limit with 16 different shaders. tomtom already tried to explain that buffer stuff in this other thread, but i did not get smart from it 
remapping a single picture, .jpg or .tga, only tried .jpg but think its the same with .tga, will take away only 1 remapshader from me. this is what i dont understand about that buffer. it seems remapping shaders with more than one layer or pictures with an alpha channel will fíll that buffer up with more than 1. so how is that buffer working ? that compass .tga i am remapping, which is located in gfx/2d, i think that got an alpha channel, but i have no clue on how to create one nor do i see or somehow can judge if it got one. i am only judging from the shader. and in there it uses a command which is based on an alpha channel i think, so i think it exists. so will remapshadering that compass always take me away two ? i also tried i workaround on this if its true, see the reply to stealth.
would be cool actually if someone from sd could reply to that buffer stuff. how does it work ? do alpha channels have an influence ?
[QUOTE=stealth6;226374]If you are just making a timer it’s actually do-able I think. Well the only thing I am not sure about is if you can layer images?
If you can then you can do this:
- 10 images that signify the seconds 0-9
- 6 images that signify the seconds 00-50
- A few images to signify the minutes
Then you use the same kind of system used in the 2 prefabs I released (TDM / CTF)
This means you display 3 images on top of eachother
Minutes / seconds (tens) / seconds (ones)
Then if you know anything about programming it’s like 3 for loops when you have achieved 0-9 in the seconds (ones), you add 1 to the seconds (tens) untill that reaches 5 (59 seconds)
Then you add 1 to the minutes.
This way you only need 16 remaps for the seconds, and if you have 5 minutes 21 remaps total.
If you want to count down then you just do it backwards.
If you want to see an example (kinda) here are the prefabs:
TDM: http://www.wolfmap.de/details.php?file_id=3492
CTF: http://www.wolfmap.de/details.php?file_id=3489[/QUOTE]
i took a look at your prefabs and i tried to do everything the same as you, but i fear that remapping the compass will always give me a count of two remapshaders and therefore reaching that 32 limit 2 times faster. somehow i really miss something i got the feeling. i tried a lot actually. i repainted in paintshopt the compass pics i want to remap, i saved them even in jpg, before trying it in tga…i also used your shader…i also rempashadered the compass first, with lets say shader x, and then tried to remap shader x with another shader, hoping that this somehow will give me a count of 1 additional different shader only. but it had no affect.
about layer. actually i am using layers above, well rayban uses them. take a look again at his shaders or do you mean something else. actually every shader in there gets puzzled out of 3 pics which all lay on top of each other. if you can tell me a method to remap the layers then my problem is probably solved. thats what i described actually in the shaderworkaround in one of my posts above. if i could create a shader inside a shader, and remap that inner shader, it would somehow be a possible solution. can some shader expert write me such a shader ?
and again sorry for that long text.
greetz
cod