
Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Sep 19, 2015 05:46 PM
Msg. 1 of 19
Hi guys, i have some really heavy bitmaps, like 12 mbs each 0ne, i don't wanna use tool pro, does anyone knows a trick or something like that to make them less heavy ???
Thanks Edited by Kinnet on Sep 19, 2015 at 05:47 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 19, 2015 05:54 PM
Msg. 2 of 19
don't compile with 32 bit color
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Sep 19, 2015 06:06 PM
Msg. 3 of 19
Use my method, take a screenshot and compile with interpolated alpha data, its easy,
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Sep 19, 2015 11:41 PM
Msg. 4 of 19
Don't use alpha when you don't need to.
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Imouto
Joined: Sep 9, 2015
Waffles B&
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Posted: Sep 20, 2015 12:52 AM
Msg. 5 of 19
Quote: --- Original message by: Masters1337 don't compile with 32 bit color ^ bigger compiled bitmaps than the source you compile from the majority of the time.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 20, 2015 01:03 AM
Msg. 6 of 19
Tool_pro can ruin your PC.
Actually, use tool_pro, it's good for you.
Maybe this will weed out noobs :)
Yeah, don't use 32 bit color, don't use alpha unless you need it, and maybe remove the mipmaps if you don't particularly need them, but I do not really recommend this.
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Sep 20, 2015 07:17 AM
Msg. 7 of 19
As stated before by Masterz and mootjuh, don't compile in 32 bits, and avoid alpha channels when you don't need them. Also lower the pixels, keep bitmaps at 256 and 512.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 20, 2015 08:08 AM
Msg. 8 of 19
For some reason tool allows for tiff's to be compiled using LZW compression from gimp so you could try that.
(photoshop lzw doesn't work though idk why)
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Sep 20, 2015 10:00 AM
Msg. 9 of 19
Quote: keep bitmaps at 256 and 512.
It seems I'll have to resize a whole lot of 2048x2048
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Sep 20, 2015 10:29 AM
Msg. 10 of 19
If you have the space for it it doesn't really matter.
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Halonimator
Joined: Dec 15, 2014
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Posted: Sep 20, 2015 10:31 AM
Msg. 11 of 19
use .yelo or -mod (loc-bitmaps-sounds.map) 
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Sep 20, 2015 11:21 AM
Msg. 12 of 19
Moses released a bitmap optimizer, give it a shot
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The_Purrminator
Joined: May 30, 2014
(SBB) Michelle
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Posted: Sep 21, 2015 11:14 AM
Msg. 13 of 19
Also make sure there is no layers in your tifs.
And don't listen to Jesse, Tool Pro has never done anything bad to me. Edited by The_Purrminator on Sep 21, 2015 at 11:14 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 21, 2015 12:34 PM
Msg. 14 of 19
Quote: --- Original message by: The_Purrminator
Also make sure there is no layers in your tifs.
And don't listen to Jesse, Tool Pro has never done anything bad to me. Edited by The_Purrminator on Sep 21, 2015 at 11:14 AM Me neither.
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NeX
Joined: Apr 11, 2013
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Posted: Sep 21, 2015 04:15 PM
Msg. 15 of 19
Always hear this crap about tool_pro. I just released 26 exception free maps with it, have been using it for upwards of 3 years, and have had 0 issues from it. Either there was a purposefully edited version released for specific nefarious intent, or a bunch of people are falsely attributing other issues to this program.
To my knowledge all that it is is a version of tool.exe with the unnecessary 128MB MP map size limitation removed. The size limitation is not a hard engine limit, it's like training wheels on a bike or bumpers on a bowling lane.
It made sense when it was released, as any map back then hitting that upper limit probably was just copy-pasted tags with no care taken to optimize at all, and would likely therefore have many undetected or even blatant issues and bugs. These days with higher detail models and much higher resolution textures, that limitation is a HUGE glass ceiling, and is unnecessary if you know what you're doing.
I would say tool_pro is aptly named, because it will definitely allow you to shoot yourself in the foot by adding extraneous crap to the map, but it won't actually pull the trigger-it just turns the safety off.
If there was a nasty version of tool_pro circulated, I'd be happy to provide my completely clean version (that again, I've been using to compile >128MB maps for 3 years sans-OS). I know how Dennis feels about posting the links here, even with this use-at-your-own-risk warning, but I see no problem distributing it on a personal basis, especially since there's so much stigma around it. Edited by NeX on Sep 21, 2015 at 04:16 PM Edited by NeX on Sep 21, 2015 at 04:17 PM
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Sep 21, 2015 06:03 PM
Msg. 16 of 19
I heard a lot of bad things about tool_pro on this site, thats why im so afraid of using it :p Quote: --- Original message by: Maniac1000 The map will randomly exeption, if you bypass the tag limit. Quote: --- Original message by: DennisQuote: --- Original message by: XlzQwerty1 Don't use tool pro This is the only part of your statement that people should follow. The tag limit is there for a reason. If you go over it the game will not run the map properly since it is the GAME not Tool that has the limit. Tool just makes sure you stay within the limit that the game will support. Quote: --- Original message by: Polamee In my experience, the purpose of tool pro isn't to compile maps that are over the tagsize limit in order to play them; doing so would cause it to exception usually upon startup, and it is only useful when you want to compile a map above the tagsize limit, then open it up in HEK+ so you can search for and weed out redundant or unnecessary tags and such Quote: --- Original message by: DennisQuote: --- Original message by: mastur cheef what would happen if you compile a UI map with tool pro and its tag limit is surpassed. will halo exception at startup? Tool pro has error checking hacked out of the program which is stupid since the error checking like tag size limit is required for the game engine to safely run the map cache file for for the complier. What good is a complied map that can't run in the game engine? Anyway ill use it :v, screw u map size optimization
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Sep 22, 2015 04:51 AM
Msg. 17 of 19
Tool pro can simply silence errors that may cause an exception that a beginner wouldn't find. Better use it when you have a good mastery of stock tool
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 22, 2015 05:03 AM
Msg. 18 of 19
It is what it's name suggests: Tool_PRO If you get pro at using regular tool you could probably pick up tool_pro.
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NeX
Joined: Apr 11, 2013
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Posted: Sep 22, 2015 09:28 AM
Msg. 19 of 19
Quote: --- Original message by: bourrin33 Tool pro can simply silence errors that may cause an exception that a beginner wouldn't find. Better use it when you have a good mastery of stock tool Good point. I still don't understand this idea that it causes the errors itself though Quote: --- Original message by: Kinnet I heard a lot of bad things about tool_pro on this site, thats why im so afraid of using it :p
Unfortunately most of these are patently incorrect.... Quote: --- Original message by: Maniac1000 The map will randomly exeption, if you bypass the tag limit. Nope. It will randomly exception if you have issues other than the tag limit. The tag limit has been explicitly proven to be an arbitrary limit based on hardware requirements and limitations when it was created. It's like putting a 512MB RAM limitation in a program from then - probably a good idea to avoid taking up more than half of the day's average RAM amount. Not so hot nowadays. Quote: --- Original message by: DennisQuote: --- Original message by: XlzQwerty1 Don't use tool pro This is the only part of your statement that people should follow. The tag limit is there for a reason. If you go over it the game will not run the map properly since it is the GAME not Tool that has the limit. Tool just makes sure you stay within the limit that the game will support. No. It doesn't. The game can support and run a tag tree up to 800MB or so (OpenCarnage has a topic on this, with the explicit limits found for the engine. I don't remember the hard numbers of the top of my head). The assumption here is that the limit is protecting the game engine itself from overloading - but that's obviously not true. Look at any revolution map for all the proof you want. Upwards of 250+ MB for a MP map and not a single exception has not been tracked down to a tag problem. People fear what they don't understand :P Quote: --- Original message by: Polamee In my experience, the purpose of tool pro isn't to compile maps that are over the tagsize limit in order to play them; doing so would cause it to exception usually upon startup, and it is only useful when you want to compile a map above the tagsize limit, then open it up in HEK+ so you can search for and weed out redundant or unnecessary tags and such This is actually why I originally grabbed tool_pro. This comment made me think "Oh, I can just reduce tag size once I figure out whats taking up so much space!". But then nothing bad ever happened. After trimming down everything to below the 128MB limit, I accidentally kept using tool_pro rather than tool (dat cmd up arrow for last command amirite?). About 2-3 weeks later I realized that I'd been compiling things with it the whole time and never ran into an issue. So I split the project and kept adding stuff to a version growing in size with tool pro. Never had an issue, abandoned the tinier version over 2 years ago. 2. years. of development with tool_pro exclusively, even for data->tag compiles. 100% error-free, virus-free, armageddon-free, exception-free, and completely limit-free. Quote: --- Original message by: DennisQuote: --- Original message by: mastur cheef what would happen if you compile a UI map with tool pro and its tag limit is surpassed. will halo exception at startup? Tool pro has error checking hacked out of the program which is stupid since the error checking like tag size limit is required for the game engine to safely run the map cache file for for the complier. What good is a complied map that can't run in the game engine? "required for the game engine to safely run the map cache file for the compiler" this is the definition of Wu-Wu, where someone slightly versed in tech-babble just spouts stuff that sounds correct to someone who isn't, based on purely anecdotal evidence or just because it seems correct to them at the time. No evidence to support, and plenty of evidence against. tool_pro is like the boogey man in this forum, surrounded by superstition, no backing facts, and I hear smart, talented modders and artists sound like country-bumpkins talking about a mystery in the woods. "if'n yew step on a branch in teh woods a storm'll cuhm!" Just silly. Edited by NeX on Oct 12, 2015 at 11:34 AM
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