Map freezes while loading


(TNR360) #1

I made a pretty simple test map with very high quality and somewhat large (in res) , with about an average 700-800KB in size

the res of most is 1024x768

they are all in JPEG format

I cant check the console because ET freezes while it loads, I have no idea whats wrong and my ET is clean.

any help?


(Shallow) #2

768 isn’t a power of 2 but that in itself shouldn’t cause a freeze, the map should load but show the orange shader image missing grid for bad texture sizes. You may have used an unsupported JPEG format - progressive compression is not supported, but again shouldn’t cause a freeze. I think greyscale is bad too.

Bear in mind that graphics stored as JPEG aren’t used compressed at runtime, so a 700KB 1024*768 image uses 2MB+ of memory when loaded. I can’t remember what the default com_hunkMegs setting is for ET, but I bet it won’t accomodate many textures that size.

If you are getting a memory allocation failure (z_malloc) though, again, ET should be failing gracefully and dropping back to a loading console.

Check for bad texture formats and fix the sizing, if that doesn’t help try the map with just one of the textures on everything. It might also be worth trying with standard ET textures, it may be a problem with a rogue entity or something.


(TNR360) #3

I resized and tried some file size/quality reduction…

should I just go with tga?

I’ll post the textures here


(RayBan) #4

did you add the mapcoordsmins, mapcoordsmaxs also?


(TNR360) #5

is that really necessary? I cant even get past loading

afaik you dont need the coords for a quick test


(TNR360) #6











(Shallow) #7

This man speaks wise words.

Also, you will need a spawnpoint, even if you aren’t planning to spawn.


(TNR360) #8

Everything is in place, including spawns

I’ve been able to test (running 2.60b) without setting map coords since I started mapping it cant be the problem right now, Im aware that I need coords when the map is complete though


(Diego) #9

If you want to eliminate your textures as the problem, simply remove all of them from your .pk3 file or etmain directory. If the map loads with the black and orange squares then you know it is one of your textures. If the map still craps out, then it is something else.

I used a lot of 1024x1024 textures in Praetoria - mostly the terrain and sky, but also on the command map. It can become a problem after a while, but I don’t think you have enough to cause one.

But definitely fix you texture resolutions. Make the square ones 1024x1024 or 512x 512.
The rectangular ones can be 1024x512.


(RayBan) #10

well… i would always recommend that a test map have the basics such as
an info_player_start or deathmatch… at least one allied or axis spawn and
the mapcoords set, just to eliminate all problems that might occur like
freezing and map crashing… as in setting mapcoords but setting them wrong
will cause the game to freeze.

but, if your shure there’s no problems with your map getting to start other
than the fact your textures are odd sizes and not powers of two, then it
has to be your textures. if you have eliminated all other problems then it
must be that.

your textures should be powers of 2, as in 1,2,4,8,16,32,64,128,256… ect

as in the 1st pic you posted, 586x293 should be 512x256… and yes there will
be problems of skewed images if you resized them all, and probable ( but not
always ) problems of not tiling anymore ( if they are tileable to begin with ).

basicly when you create textures for the game, you should stick to the
powers of two rule. i have not tested it myself to see if it will crash or freeze
with odd size textures, but i never use odd size textures anyways.

again, if you know your test map will work, if you didnt use the textures,
then it has to be the textures thats causing the problem.


(TNR360) #11

everything else I setup correctly and the textures are not sized wrong, below the image it says View Original Size


(RayBan) #12

i didnt notice that… =P

the 1st one is sized ok at 1024x512…

however, the 3rd one down is 1280x1024, the next one after that is 1280x1280…

these sizes do not follow the power of two rule, and another thing im not
shure of is if et has a maximum image size, i do know the 1024x1024’s will
work but anything higher im not shure of.


(TNR360) #13

I believe the limit is 2048

yes and I just noticed 1280 is wrong but that shouldnt cause ET to completely lock up


(RayBan) #14

well, thats hard to say… again if you have eliminated all other possible reasons
then whatever is left has to be the problem. and if its the texture sizes thats
left… well, then its the texture sizes. although from reading Shallows comment
above, it might be the texture format also… a good program to get is Irfanview, its quick
to change textures into various formats. if you dont want to change the size
then load it with irfanview and save it again as a jpeg at 100%. every texture
i use from irfanview works fine. however, if you do want to resize them you
can do that also with irfanview.


(-SSF-Sage) #15

Just save the pics in paint, then it’s in right format (as jpg). You don’t need to have the mapcoords even on a ready map, if you don’t want to get your command map work properly. It works without though, but won’t be fitting the map. For “wrong” coords, if they aren’t a square, it doesn’t freeze the game, you just can’t generate the trace map. You need only one info_player_deathmatch to get the test map working, atleast in 2.60b, no experience on others.

The size wouldn’t freeze the game for sure atleast if it isn’t too big. Don’t know if wrong format would, but my experience says that these only cause orange/black. Remove the pics and try if it loads as mentioned above.


(TNR360) #16

its what I did open and save in paint

ok I’ll try removing them


(TNR360) #17

the map works with steady FPS when I renamed the folders the textures are in so it cant find them


(TNR360) #18

SOLVED

ET hates high quality jpegs over 1024
let that be known

:smiley: