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 Post subject: Tricks to exporting 8 Texmap pix per el?
PostPosted: Mon Nov 16, 2009 6:22 am 
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Joined: Fri Mar 07, 2008 8:21 pm
Posts: 62
I'm attempting to export at 8 Texmap pix per el with a ground tex. size of 8. I have Windows 7 x64 and 8GB RAM. Not sure why PNPTC runs out of memory exporting a PNG texture map with a patch size of 64.

Any tips?

Thanks!

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 Post subject: Re: Tricks to exporting 8 Texmap pix per el?
PostPosted: Tue Nov 17, 2009 9:07 am 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 891
Location: Braunschweig
Hmm. I have no problem exporting a 8 pixel resolution texture map here. Do you have an error/crash report for me?
What is the size of your terrain? How many sectors and what is the sector size?
Does this happen during the export of the whole terrain; have you tried to export one single sector first?


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 Post subject: Re: Tricks to exporting 8 Texmap pix per el?
PostPosted: Tue Nov 17, 2009 2:36 pm 
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Joined: Fri Mar 07, 2008 8:21 pm
Posts: 62
I'm exporting a single sector.

Sector def. size = 128
Sector detail size = 1024
Total sectors = 6x6

I'll get a crash report tonight and post it. TY

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 Post subject: Re: Tricks to exporting 8 Texmap pix per el?
PostPosted: Wed Nov 18, 2009 1:27 am 
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Joined: Fri Mar 07, 2008 8:21 pm
Posts: 62
Here's the log.


Attachments:
PnP TerrainCreator.zip [374 Bytes]
Downloaded 467 times

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 Post subject: Re: Tricks to exporting 8 Texmap pix per el?
PostPosted: Wed Dec 09, 2009 8:49 am 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 891
Location: Braunschweig
Well the problem is that if you have more than one sector, the whole texture maps of the surrounding sectors are also created/loaded. For 8 Bits per element, this sums up to 2.25 GB. PnP is a 32 bit application so it can only handle up to 4 GB of RAM. Maybe with all the other data of the surrounding sectors, this might not be sufficient.

Im working on solving this issue with the updated texturing mode, which is currently being implemented.

There might be a work around: If you use sectors of the border size 512 instead of 1024 there should be enough memory for a texture map resolution of 8 pixels.


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