crazycarl wrote:Groxkiller585 wrote:So does this fix the issues I had with trying to compile from within hammer failing?
I hope so. Please try it and let me know, because I never experienced that error in the first place.
Groxkiller585 wrote:Now if only it could have an option to create a simple UV map for the model (Like say, you use a specific tool texture and it converts the aflicted areas to a single VTF/TGA file that is a UV outline.) It would help me immensely, both for saving memory and easier reskinning, it's easier to touch up a model if it has one and not 12 or more materials. (Plus this kills RAM I think, using alot of materials on one model is bad for performance.)
The original idea was that you'd use textures that were already in the map, so it wouldn't impact memory usage. Automatic UV mapping would be cool, but I think it's outside the scope of what I want to do. There are other tools for UV mapping that give much better results than an automatic process.
YH but I simply mean something that maps out the whole model's UV wrapping on one texture. I've tried doing this with other programs but it never maps correctly; it either maps it on one axis and flattens it (as in only one side looks right, everywhere else is stretched) or overlays bits of it over other bits of it.
Also memory will be impacted; using multiple materials on a model, no matter what, ALWAYS impacts memory if your using more than 4. (hence why most VALVe models, save for low-poly doors and other exeptions, have only up to 4 skins.) Even if that texture is in the map, it still has to load both the Vertex and Lightmapped versions, so if I could figure out how to map it on ONE texture, it both is way more convienent and saves on memory useage.
Say I used 5 texture on a model, then used those 5 textures in the map. The game will load all 10 materials. Yes they are loading the same TEXTURE, but it's loading different MATERIALS, and this is where lag can come into play. It treats the two differently despite being the same texture.
Now if I had only 1 texture for the whole model, then that cuts 4 other materials needed to be loaded.
I'm not sure if this is entirely true but i've found that using multiple skins on Propper models and using more than 4 tends to have a perfromance hit, though it may be my really poor intergrated graphics, the VDC does state:
VDC wrote: As you can see, creating a matrix of skin combinations has distinct advantages,however, using multiple materials on the same model creates a significant performance hit, so this technique should be used sparingly!
http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_ModelEDIT:
- Code: Select all
** Executing...
** Command: propper
** Parameters: -game "c:\program files\steam\steamapps\groxkiller585\portal\portal" "c:\users\charles\desktop\randomsdkmaps\test
"
Propper 0.24 by crazycarl. Adapted from vbsp.exe by Valve Software. (Oct 25 2010)
1 threads
materialPath: c:\program files\steam\steamapps\groxkiller585\portal\portal\materials
Error opening c:\users\charles\desktop\randomsdkmaps\test
.vmf: File c:\users\charles\desktop\randomsdkmaps\test
.vmf, line 1: Invalid argument.
Error I get trying to compile normally. Apperently it doesn't like my VMF file, despite there being a Propper_Options in it, and set up to already made directories.