|
0 registered members (),
6,962
guests, and 2
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: nexus to small issues
[Re: jigalypuff]
#214253
07/03/08 15:09
07/03/08 15:09
|
Joined: Jun 2005
Posts: 656
Grafton
User
|
User
Joined: Jun 2005
Posts: 656
|
It shouldn't. Is there an action assigned to the cube? Try another cube model. Try different textures for the cube. Try another cube model with different textures. Try just the cube without the spaceship. BTW, Is there a reason you are using a cube instead of a sky entity?
Not two, not one.
|
|
|
Re: nexus to small issues
[Re: Grafton]
#214268
07/03/08 17:25
07/03/08 17:25
|
Joined: Nov 2005
Posts: 1,007
jigalypuff
OP
Serious User
|
OP
Serious User
Joined: Nov 2005
Posts: 1,007
|
i`m useing a cube as it is a space enviroment, it has no action assigned, i just scale it up in wed to give a large playing area. with just the cube the nex says 27348 this is the nexus right? that has gotta be wrong with just a cube abd 6 textures right? just the ship gives a nex of 15526. whic hseems a bit excessive as well. how can these few models and textures cause such an issue? i`m at my wits end.
Why does everyone like dolphins?
Never trust a species which smiles all the time!
|
|
|
Re: nexus to small issues
[Re: Grafton]
#214270
07/03/08 17:30
07/03/08 17:30
|
Joined: Dec 2005
Posts: 116
tD_Datura_v
Member
|
Member
Joined: Dec 2005
Posts: 116
|
Or try the generic setup for sky cube, and then make a comparison. Given trends, if you assume the generic setup wasn't declared in the manual properly, you can call your assumption fair.
(Why hasn't it Ask-ed Conitec by now?)
(If you're going to do Star Trek, please do a good parody instead.)
edit: I believe, typically, each 1024 texture is not separately applied to each internal side of the hollowed out WED cube.
Assigning a default texture, with flags set to sky should suffice for that part of the process in WED.
After that, again typically, in C-Script or Lite-C, the sky definition would be used with the cube flag. The default arrangement of sub images in the sky cube image is assumed. That would be six images, in a larger strip image. That image is specified via the type parameter, in the sky definition, I believe.
Most of the sky image strips sampled, contained sub images smaller than 1024. Samples should not be hard to find. However, the samples may not show results of the desired quality.
Use of 6 x 1024 separate images, in this case, probably shouldn't be such an issue.
Specs for the other models, like the ship, were not re-declared with greater accuracy.
The numbers displayed on screen for debugging purposes may be in kilobytes, while the number passed to acknex via the -nx switch might be in megabytes.
What units are used in the error message?
(I like shaders too, but...)
|
|
|
Re: nexus to small issues
[Re: tD_Datura_v]
#214309
07/04/08 01:31
07/04/08 01:31
|
Joined: Jun 2005
Posts: 656
Grafton
User
|
User
Joined: Jun 2005
Posts: 656
|
~43 megabytes all together then. Thats a lot less than 500+ so your problem must be elswhere. Can you try it without the sky AND ship models to get a base nexus number?
27 megabytes is probably right for the sky cube, but it is on the high side. Are you loading the skins internally with the model? If so , is 24 bit set, and mipmaps on or off? You might be loading the images as 32 bit. Depending on how you use the cube, you probably can get by without mipmaps. 15 megs for the spaceship model seems extremely high for one 1024 texture.
Not two, not one.
|
|
|
Re: nexus to small issues
[Re: Grafton]
#214313
07/04/08 03:12
07/04/08 03:12
|
Joined: Dec 2005
Posts: 116
tD_Datura_v
Member
|
Member
Joined: Dec 2005
Posts: 116
|
Example: (Max?) nexus was set to -nx 1 in SED. On execution the error message was similar to "Nexus too small (192)". (For other intentionally small -nx values it was a predictable "Nexus too small(n)" with n being equal to ?, etc.) The Nexus was set to -nx 12 in SED and the level ran fine. (12MB *level with textures *sky cube *player with code *37 or more AI entities with code) there is this expression, which has no meaning (especially in regard to shaders or available system memory): n = nexus (in F11 debug panel) / 1024 n += 1 acknex.exe nx -n 15 megs for the model is extremely high for one 1024 texture.
It seemed the planet was declared as having one 1024 texture, but the others... Never mind. Doesn't matter here.
|
|
|
Re: nexus to small issues
[Re: tD_Datura_v]
#214397
07/04/08 12:20
07/04/08 12:20
|
Joined: Nov 2005
Posts: 1,007
jigalypuff
OP
Serious User
|
OP
Serious User
Joined: Nov 2005
Posts: 1,007
|
ok i`m quite lost as to a lot of what you guys are saying, in fact i`m getting more confused  i have zipped up the level nad uploaded it, the textures are within the mdl files as is usual. could someone take a look please and tell me were i have gone wrong
Why does everyone like dolphins?
Never trust a species which smiles all the time!
|
|
|
Re: nexus to small issues
[Re: jigalypuff]
#214469
07/04/08 19:03
07/04/08 19:03
|
Joined: Dec 2005
Posts: 116
tD_Datura_v
Member
|
Member
Joined: Dec 2005
Posts: 116
|
-eq -win -nx 190 -diag
Applies to A6.60
SED 1. open "mygame.wdl" in SED 2. goto menu Options -> Preferences in the Engine tab: 3. in the "Main Script to Run / Publish" field, browse files and select "mygame.wdl" 4. in the "Command Line Options" area of the same dialog (Engine tab) enter the following in the text field -eq -nx 190 // -nx above is the nexus switch, 190 MB // optionally this may be used instead -eq -win -nx 190 -diag // -win = window mode // -diag = diagnose, write log Click OK to close the dialog and accept changes. Click the Black Play Triangle (Test Run) in SED, to execute (passes mygame.wdl and selected switches to acknex.exe) Using those settings, or very nearly those settings, it executes here, and execution is not halted by the initial nexus too small error.
Your scripts may contain a slew of non-halting errors. One common reoccurring error might have been: on_key = function(); // which probably should be on_key = function; // an assignment not an execution
note: Here the level seems to run with a min around -nx 45. Of course, a number of assets appear to be missing so...
Also, if the nexus is set too high (perhaps far above available system memory), a not enough memory error may be produced. However, in that case, the error message might contain a comparatively 'fair' memory use number. For that level, it was 50MB.
|
|
|
Re: nexus to small issues
[Re: tD_Datura_v]
#214479
07/04/08 19:43
07/04/08 19:43
|
Joined: Nov 2005
Posts: 1,007
jigalypuff
OP
Serious User
|
OP
Serious User
Joined: Nov 2005
Posts: 1,007
|
ok i followed your instructions above and now it runs just fine, please tell me what -eq -nx 190 does? i thought the nexus had to be set in wed not sed. And thanks btw to everyone, thie has driven me crazy.
Why does everyone like dolphins?
Never trust a species which smiles all the time!
|
|
|
Re: nexus to small issues
[Re: jigalypuff]
#214494
07/04/08 21:03
07/04/08 21:03
|
Joined: Dec 2005
Posts: 116
tD_Datura_v
Member
|
Member
Joined: Dec 2005
Posts: 116
|
%ACKNEX_PATH%acknex.exe %PROJECT_PATH%mygame.wdl -win -eq -nx 190 -diag -cl -sv
If using A6.60 and C-Script, prefer manual version 6.50 over version 6.60 (some versions)??? manual 6.60 seems flayed manual 6.50, command line switches A6 Game Engine / Command Line -nx 190 nexus 190MB
|
|
|
|