thats just it, it didn’t ran out of memory, it stopped right at the light compiling process, it finished the VIS without probs
my virtual met is 1.5gb to max 2gb with 384mb system ram, winxp task manager shows me a peak of 1.66gb while the limit is 1.9gb + 500mb extra if needed. so basically 2.4gb max, so it still had a margin of 800mb
if nomipmaps isn’t a surfaceparm, why does id use it?
i have used it for a beam shader and copied the one from sfx.shader:
textures/sfx/beam
{
surfaceparm trans
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm nolightmap
cull none
surfaceparm nomipmaps
//nopicmip
{
map textures/sfx/beam.tga
tcMod Scroll .3 0
blendFunc add
}
// {
// map textures/sfx/beam.tga
// tcMod Scroll -.3 0
// blendFunc GL_ONE GL_ONE
// }
}
tho my shader misses the lower part with the comment bars and the scroll thing
another thing:
at the end of the beam texture when zooming out there forms an ugly line at the end of the beam, the further u go away the more visible it becomes, but ive seen some shots with beam textures that didn’t have this flaw, how is that possible?