
MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 25, 2015 03:30 PM
Msg. 1 of 8
I screwed up. What's some ways of bringing down tagspace. I know right now its my textures that are causing this but what are some other ways of bringing down tagspace?
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Halonimator
Joined: Dec 15, 2014
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Posted: Feb 25, 2015 04:33 PM
Msg. 2 of 8
i have the same problem
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Feb 25, 2015 06:00 PM
Msg. 3 of 8
Tool Pro
In all seriousness, I had the same problem, and that was my solution.(Sadly)
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 26, 2015 12:45 AM
Msg. 4 of 8
32 bit color bitmaps will bloat your map. You aren't having tagspace issues, thats map size
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 26, 2015 05:09 AM
Msg. 5 of 8
Quote: --- Original message by: Ubermaniac Tool Pro
In all seriousness, I had the same problem, and that was my solution.(Sadly) Actually, there are the cases where this works. But extensive map testing would have to happen and if serious bugs manifest... Pretty much a dead end.
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ericwind
Joined: Nov 17, 2014
good try, but try gooder.
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Posted: Feb 26, 2015 10:09 PM
Msg. 6 of 8
Never had a build over 576.00 M. Edited by ericwind on Feb 26, 2015 at 10:09 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 27, 2015 10:29 AM
Msg. 7 of 8
Quote: --- Original message by: MatthewDratthttps://dl.dropboxusercontent.com/u/6240433/what.jpg I screwed up. What's some ways of bringing down tagspace. I know right now its my textures that are causing this but what are some other ways of bringing down tagspace? . Particles . Animation data (remove 3p ones) . Downgrade HUD elements to 16 bit . Optimize fp models. . Scenery items palette. . Excessive shaders/items. (remove cube and detail maps)
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 5, 2015 12:12 AM
Msg. 8 of 8
If it's an MP map, you can remove multiplayer references in the globals. Check the bitmap sizes of any custom content, that is usually what causes larger maps.
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