Track editing progress notes
Now finding a limit at 45 images / 296 images (garage still works at this point). If I just re-save one of the mips (uaw.mip) with 3 subimages instead of 2 subimages, I go to 297 images and the garage does not load.

So, whether the garage loads or not, will have something to do with the number of subimages. Now, we saw earlier that I was able to get the garage to work with 299 images, but at that time I don't remember which texture I was working with. Perhaps the limit also has to do with the number of subimages based on size. For example, maybe a 256px subimage counts more than a 128px subimage.

I still don't think it is file size related, I am at 1922584 bytes of mips (doesn't seem like too much), and adding the one subimage cost me only about 1k bytes.
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So maybe problem is with wrapper? First versions had some problems with mip subimages. And maybe not all problems were solved.
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As I understand from Sharanga who developed the wrapper, the file loading error occurs before anything is passed onto the wrapper, so it is very likely something in Indycar.exe that is checking the track files upon load and giving the error.

I have now combined even more images into 256px mips, but I believe this technique is now reducing the number of allowable mips more and more. I am at 38 mips and 247 images, and the garage does not load (even though the track does). Still a major improvement over when I first started working on this, and I was maxing out after Turn 2. Right now, the only thing missing from my track are the tall buildings along the back, which unfortunately are big textures.

If there is no other way forward, I will start actually reducing the size of textures, like for buildings that we don't get up close to, perhaps they can be handled by much smaller textures. Also I can use the trick with repeating textures - it should will only prevent the track from loading in OPE but at this point I am not really using OPE for anything.

I also don't know at this point if, for example, a 256x256 is counted the same as a 256x300 texture, or if that bigger texture gets rotated and "costs" the same as a 512x256.

EDIT: tried to add 3 more textured buildings on the back straightaway, and now the track doesn't load with "Insufficient memory to load track". Perhaps I have now hit a size limit.
Total number of MIP files: 41
Total number of images: 270
Total size of all 3DO files: 1299224 bytes
Total size of all MIP files: 2161020 bytes
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If possible, can you keep 2 source files? One with everything the way it is and one with less detail for rendition. If the oldschool dosbox guys are OK with 640x480? I know it is fine for me. (I mean I think detroit looks amazing the way you have it now)
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My Rendition build is totally separate to my previous build, so no worries about messing anything up. I'm hopeful that I can make changes to the mips such that it would be hard to tell the difference.
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Will game load track if all mips have no sub-images?
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I tried making some large mips with no sub-images and it doesn't seem to impact much. I think there is just a certain point where the game determines there are too many large mips.

Here is what I have right now and it loads the track but not the garage. It's almost the whole circuit except a few large buildings before the convention center. So I'm happy with the progress, to reach this far without significantly altering textures. I think the next step is to be more creative in reducing textures.

I haven't looked into what makes up the garage, but I am surprised that it seems to have enough textures to make such a difference.

page03.mip: Width = 256, Height = 256, Num_Images = 8, Size = 88520 bytes
page04.mip: Width = 256, Height = 310, Num_Images = 5, Size = 106836 bytes
mil_.mip: Width = 256, Height = 272, Num_Images = 8, Size = 93990 bytes
cwalld.mip: Width = 1024, Height = 16, Num_Images = 5, Size = 25876 bytes
bills2.mip: Width = 256, Height = 240, Num_Images = 8, Size = 83064 bytes
bills1.mip: Width = 256, Height = 240, Num_Images = 8, Size = 83064 bytes
milr_.mip: Width = 256, Height = 355, Num_Images = 8, Size = 122434 bytes
armcod.mip: Width = 1024, Height = 16, Num_Images = 5, Size = 25876 bytes
cwalll.mip: Width = 1024, Height = 16, Num_Images = 9, Size = 26104 bytes
tunnel.mip: Width = 512, Height = 32, Num_Images = 9, Size = 24030 bytes
page06.mip: Width = 256, Height = 256, Num_Images = 8, Size = 88520 bytes
page01.mip: Width = 256, Height = 256, Num_Images = 2, Size = 82736 bytes
church.mip: Width = 128, Height = 164, Num_Images = 7, Size = 28622 bytes
page07.mip: Width = 256, Height = 256, Num_Images = 8, Size = 88520 bytes
bills3.mip: Width = 256, Height = 240, Num_Images = 8, Size = 83064 bytes
wall4.mip: Width = 128, Height = 16, Num_Images = 7, Size = 3350 bytes
wall0.mip: Width = 128, Height = 16, Num_Images = 7, Size = 3350 bytes
parking3.mip: Width = 128, Height = 373, Num_Images = 7, Size = 64340 bytes
braking.mip: Width = 128, Height = 75, Num_Images = 7, Size = 13472 bytes
wall2.mip: Width = 128, Height = 16, Num_Images = 7, Size = 3350 bytes
page08.mip: Width = 256, Height = 256, Num_Images = 8, Size = 88520 bytes
wall3.mip: Width = 128, Height = 16, Num_Images = 7, Size = 3350 bytes
parking2.mip: Width = 32, Height = 291, Num_Images = 5, Size = 12626 bytes
ASPHALT.mip: Width = 64, Height = 1024, Num_Images = 6, Size = 87708 bytes
wall1.mip: Width = 128, Height = 16, Num_Images = 7, Size = 3350 bytes
crowd2.mip: Width = 64, Height = 320, Num_Images = 6, Size = 27648 bytes
renc_lo.mip: Width = 128, Height = 164, Num_Images = 7, Size = 28622 bytes
armco0.mip: Width = 128, Height = 16, Num_Images = 7, Size = 3350 bytes
crowd.mip: Width = 64, Height = 318, Num_Images = 6, Size = 27488 bytes
page09.mip: Width = 256, Height = 256, Num_Images = 8, Size = 88520 bytes
cobo.mip: Width = 64, Height = 750, Num_Images = 6, Size = 64344 bytes
colew.mip: Width = 256, Height = 179, Num_Images = 8, Size = 62356 bytes
wall5.mip: Width = 128, Height = 16, Num_Images = 7, Size = 3350 bytes
cwalldd.mip: Width = 1024, Height = 16, Num_Images = 5, Size = 25876 bytes
asphaltd.mip: Width = 64, Height = 1024, Num_Images = 6, Size = 87708 bytes
page05.mip: Width = 256, Height = 256, Num_Images = 3, Size = 86972 bytes
page02.mip: Width = 256, Height = 256, Num_Images = 5, Size = 88372 bytes
fwy.mip: Width = 64, Height = 40, Num_Images = 6, Size = 3764 bytes
skyindex.mip: Width = 256, Height = 256, Num_Images = 8, Size = 88520 bytes

Total number of MIP files: 39
Total number of images: 262
Total size of all 3DO files: 1314028 bytes
Total size of all MIP files: 2021562 bytes
Total number of unused MIP files: 90
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Unrelated to everything posted lately-

I find this website very helpful for doing XYZ math. Especially when I need to draw a poly that will connect parts of the track in an outfield....

https://www.calculatorsoup.com/calculato...points.php
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Guys - am I wrong or does OPE not let you rotate objects in all 3 dimensions? I can't seem to get them to rotate in X properly. It just wants to do Z and Y. I have some trucks I want to park on a sand hill and they will point slightly downhill. I wanted to do this by rotating the truck.3do. I tried editing it in the 3d text but it does not happen right.
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I always do this in 3doEd an then enter values in to ope.txt or track 3d.
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