I don't know if this is similar, but:

On Hostile Intent, we had oodles and oodles of player animations, and
eventually studiomdl started crapping out with amazing memory dump
errors.

The solution, however, was simple, we simply had to increase
MAXSTUDIOSEQUENCES or MAXSTUDIOANIMATIONS, I forget which one, and
recompile studiomdl and the game, then recompile all the models with the
new studiomdl. I see in studio.h that there is a MAXSTUDIOSKINS variable
as well, set to 100. Perhaps if you increased that to something higher
and recompiled both studiomdl and the game?

Again, it's a simple fix so you've probably already tried it, it just
seemed similar in many ways to the problem we were having (Valve's code
pooping out due to throwing way more at it than it was meant to handle).


Persuter

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Cortex
> Sent: Tuesday, April 23, 2002 1:29 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] SITWFODF1D #1
>
> Thx ;) It's cool to share the problem & solutions :)
>
> ----- Original Message -----
> From: "Dynerman David M" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, April 22, 2002 6:40 PM
> Subject: [hlcoders] SITWFODF1D #1
>
>
> > Some Interesting Things We Found Out During FLF 1.5's Development
Part
> > #1
> >
> > In the course of developing Front Line Force 1.5 we (the 2 coders,
omega
> > and I) hit upon some stumbling blocks which I thought I would post
(to
> > save other mod-makers time if they hit it)
> >
> > I'll be posting problems as they come to mind (1.5 was a several
month
> > project, so not everything is crystal)
> >
> > Part #1 - Texture Corruption
> >
> > Texture Corruption - The Half-Life engine apparently does not
properly
> > manage textures on dynamic objects such as player models,
w_textures,
> > etc, etc.  The list of textures is fixed-size and doesn't clear at
map
> > change, so once you exceed it you'll start getting corruption
issues.
> > For example, our player models had 17 textures each.  Additionally,
we
> > had 6 sets of players models (desert camo, arctic camo, etc, etc) -
this
> > added up to around 566 textures (there was additional overhead, i.e.
> > each model had 2 full sets of textures to support a 'blinking'
effect
> > via manipulating pev->skin) this added up to 408 textures.  Pushing
> > these numbers, after only one map change we began seeing corruption
> > (texture limit @ 1024 perhaps?)
> >
> > http://www.flfmod.com/david/arms_blending_off.jpg
> >
> > is a modest example, it got much worst.
> >
> > The solution we used to this was to combine all the skins on each
model
> > into one texture (i.e. instead of a texture for head, a texture for
> > legs, etc, etc we had one big texture that was mapped to the model)
> >
> > This is more intensive on the modeler to get the coordinates right,
but
> > solved our problem nicely.
> >
> >
> > Next time - hitbox issues!
> >
> > david
> > _______________________________________________
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> please visit:
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> >
> >
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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