Giant texture package - MyLevel - Less load Way
Posted: Wed Mar 29, 2017 5:57 pm
I could see at a moment some mappers using 3 textures from a giant package and creating a lot of useless load with the rest of not needed textures. Maybe is time to learn how to get textures from a big package without having it as a dependent file for download. For me doesn't make sense.
A Sample - me in cause, by using a giant texture file (700 MB) for a few blocks used will cause a painful download if redirects are restrictive and it looks stupid this way.
Q: How I do drop them in MyLevel and having them like an usual stuff ready to be used VIA MyLevel in any map in progress or others ?
A: By using a text editor I'm creating a file type text but even without extension txt - just named "TL" (aka texture load);
File named TL will have the following lines:
Photorealistic.utx is the texture which I have used - you might have yours (BigTex_Town.utx, etc.)
Now I start Editor with no map loaded. At bottom I'm writing in that console box exec tl or if you have extension txt command sounds as follows exec tl.txt. Yeah, only text in color (and Pressing Enter at end). After that, I load my Map. Now if I'm browsing textures, in Package MyLevel I have available entire textures collection. Assuming you will use such such file with no corruption, Editor will not crash - HINT: Editor doesn't love rushers double clicking things and doing dumb moves - it will crash.
Q: This thing will not cause a map having 700 MB+ ?
A: NO ! Textures from MyLevel which are not used in map, are lost at closing Editor - content unused in maps previously added in MyLevel is vaporized at once with that stupid error sound when Editor is being closed.
Q: Something else to known ?
A: Yes, as recommended in recent Video Tutorials before saving final Map-File you can input command [Texture Cull] (without brackets) for unloading textures from surfaces not visible by players.
So, final map-file will have a bit of size, but not involving a huge download because it has only textures needed. Trivia, such a Level will work even if some genius will redo that big file causing mismatches (see ChicoWhoRuinedPackages texture chapter from forum which actually has around 4 different versions ) - your map will not use such file so it will work properly if stuff runs separate out of Dependencies.
Idea for using a macro text file with VIA exec directive is because a BIG file with a lot of textures can be used more times, in many maps, and loading it in MyLevel might be usual for a while easier than writing long commands in console all the time. You can use this way for multiple textures but... you need memory in system (even my rig has 2 GB which are pretty helpful for UT) and texture files to be good.
A Sample - me in cause, by using a giant texture file (700 MB) for a few blocks used will cause a painful download if redirects are restrictive and it looks stupid this way.
Q: How I do drop them in MyLevel and having them like an usual stuff ready to be used VIA MyLevel in any map in progress or others ?
A: By using a text editor I'm creating a file type text but even without extension txt - just named "TL" (aka texture load);
File named TL will have the following lines:
Code: Select all
OBJ LOAD FILE=Photorealistic.utx PACKAGE=MyLevel
FLUSH
Now I start Editor with no map loaded. At bottom I'm writing in that console box exec tl or if you have extension txt command sounds as follows exec tl.txt. Yeah, only text in color (and Pressing Enter at end). After that, I load my Map. Now if I'm browsing textures, in Package MyLevel I have available entire textures collection. Assuming you will use such such file with no corruption, Editor will not crash - HINT: Editor doesn't love rushers double clicking things and doing dumb moves - it will crash.
Q: This thing will not cause a map having 700 MB+ ?
A: NO ! Textures from MyLevel which are not used in map, are lost at closing Editor - content unused in maps previously added in MyLevel is vaporized at once with that stupid error sound when Editor is being closed.
Q: Something else to known ?
A: Yes, as recommended in recent Video Tutorials before saving final Map-File you can input command [Texture Cull] (without brackets) for unloading textures from surfaces not visible by players.
So, final map-file will have a bit of size, but not involving a huge download because it has only textures needed. Trivia, such a Level will work even if some genius will redo that big file causing mismatches (see ChicoWhoRuinedPackages texture chapter from forum which actually has around 4 different versions ) - your map will not use such file so it will work properly if stuff runs separate out of Dependencies.
Idea for using a macro text file with VIA exec directive is because a BIG file with a lot of textures can be used more times, in many maps, and loading it in MyLevel might be usual for a while easier than writing long commands in console all the time. You can use this way for multiple textures but... you need memory in system (even my rig has 2 GB which are pretty helpful for UT) and texture files to be good.