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I could use some idea's/suggestions/help...
Posted: 23 Jun 2006, 16:12
by Forboding Angel
I have rendered a 28x28 map last night (14336x14336 pixel image for those of you who don't know right off the top of your heads) using mosaic tiling (512x512 tiles).
Problem I'm having is this. I tried exporting as bmp, png and jpg. For some reason l3dt is trying to amass 86 gigs of memory to do it. I have never had this issue. I have also exported the tiles as bmp's and tried to use grout (which is definately a last resort tactic for me). Grout hangs on one of the tiles. I opened up said tile and it seems to be fine filewise.
So, I'm lost.
Ya know. One really odd thing that happened. When I imported the design map it ran it as though there is a negative filter on it (in other words the heightmap was inverted as is light became dark and dark became light). That isn't an issue because the terrain would look the same considering I'm not processing pre rendered shadows on the map.
I'm deathly afraid that the map might have been bugged from the get go, but I really don't want to sped 6 more hours doing this to find out that that wasn't the issue.
I remember now why I never make maps this large.
FYI I have made quite a few 28x28's before. Never had this issue though. My biggest question is whay the fark is grout hanging? Grout has always worked wonderfully.
Any ideas anyone?
Posted: 23 Jun 2006, 16:24
by PicassoCT
Having the same problems with 8192 x8192 Renderings - get closer to the error by making a small version and size it up till you find the limitbug. In my Case 3Dsmax did no bmps overf 7100 pixels
Posted: 23 Jun 2006, 16:25
by Weaver
You probably hit the number of tiles limit in that version. I did fix that but never released it as I intended to put in some more features.
Here it is;
http://homepage.ntlworld.com/botworld/Grout_2.exe
Pleas feel free to scream about any bugs.
Posted: 23 Jun 2006, 16:29
by Forboding Angel
OHHHH THAT"S RIGHT!!!! I FORGOT ABOUT THAT!!!
Weaver... Did I ever tell you that you're my hero?
Posted: 24 Jun 2006, 06:40
by mufdvr222
Forboding, just a thought, have you ever tried splitting the map texture into just two very big tiles,, thats what I do, for example for a 16384 x 16384 texture I specify two tiles @8192 x 8192 each.
Re: I could use some idea's/suggestions/help...
Posted: 24 Jun 2006, 07:12
by Atorpy
Hi FA,
Forboding Angel wrote:
Problem I'm having is this. I tried exporting as bmp, png and jpg. For some reason l3dt is trying to amass 86 gigs of memory to do it.
Firstly, do you mean 86GB literally? If so, did L3DT throw an error? Secondly, do you have the latest update? V2.4 Release Candidate 1 is less of a memory hog when you export a mosaic texture as a single image.
Forboding Angel wrote:
Ya know. One really odd thing that happened. When I imported the design map it ran it as though there is a negative filter on it (in other words the heightmap was inverted as is light became dark and dark became light). That isn't an issue because the terrain would look the same considering I'm not processing pre rendered shadows on the map.
Can you send me a copy of the image you imported as the design map? (
aaron.torpy@yahoo.com). This should be pretty easy to sort out.
Cheers,
Aaron.
Posted: 24 Jun 2006, 07:20
by Das Bruce
mufdvr222 wrote:Forboding, just a thought, have you ever tried splitting the map texture into just four very big tiles, thats what I do, for example for a 16384 x 16384 texture I specify four tiles @8192 x 8192 each.
Posted: 24 Jun 2006, 07:28
by Forboding Angel
heh, image imported as a design map is 14336x14336.
Thanks for the new version of grout weaver. Worked like a charm.
@Aaron again: sorry no I haven't tried it out. I've had some issues with the betas throwing out a lot of errors when importing design maps etc (all of which is prob ably fixed at this point, but 2.3d I know for the most part like the back of my hand.
I just didn't expect it to spit out that error. That was a new one. Failed to allocate 86 gigs for export kinda made my eyes pop out lol.
I'm definately planning on buying the final version when it comes out.

L3DT ftw!
Posted: 24 Jun 2006, 07:35
by Forboding Angel
mufdvr222 wrote:Forboding, just a thought, have you ever tried splitting the map texture into just two very big tiles,, thats what I do, for example for a 16384 x 16384 texture I specify two tiles @8192 x 8192 each.
Yeah I have done so before. Only thing is it takes a crapload of memory and if I can use 512x512 tiles I can use my computer at the same time :D
BTW I got everything worked out.
I know when I post this map I'mma get bitched out bigtime for the filesize, but I believe it is worth it. ;p
Posted: 24 Jun 2006, 14:10
by mufdvr222
Das Bruce wrote:mufdvr222 wrote:Forboding, just a thought, have you ever tried splitting the map texture into just four very big tiles, thats what I do, for example for a 16384 x 16384 texture I specify four tiles @8192 x 8192 each.

Hehe I need to go back to school

Posted: 24 Jun 2006, 14:24
by Das Bruce
mufdvr222 wrote:Das Bruce wrote:mufdvr222 wrote:Forboding, just a thought, have you ever tried splitting the map texture into just four very big tiles, thats what I do, for example for a 16384 x 16384 texture I specify four tiles @8192 x 8192 each.

Hehe
, I need to go back to school
. 
