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nexus to small issues #213491
06/28/08 10:50
06/28/08 10:50
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline OP
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jigalypuff  Offline OP
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Posts: 1,007
this is being a real problam for me, in my level i have, a 2500k poly ship with 3 1024 textures, a single planet with one 1024 texture and a spacecube with 6 1024 textures, i have set the nexus to 500 in wed but i get the nexus two small error. This is madness, the above is next to nothing for a level so why am i getting this error? I looked in the manual and found max_nexus which i assume i can use to increase the nexus size, but were should this go? in the main function? please someone help me out, the level when completed will contain a lot more than in currently does and i need to get beyond this problem.


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: nexus to small issues [Re: jigalypuff] #213498
06/28/08 12:03
06/28/08 12:03
Joined: Sep 2003
Posts: 928
Spirit Offline

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Spirit  Offline

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500 MB nexus, wow. Each 1024 texture needs 3 MB nexus (24 bit x 1024 x 1024 = 3 MB) so you need 18 MB nexus for your 9 textures, have you tried to find out for what you need the 482 MB rest?

Re: nexus to small issues [Re: Spirit] #213507
06/28/08 13:14
06/28/08 13:14
Joined: Jun 2005
Posts: 656
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Grafton Offline
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If you can get it running, press F11 to bring up the debug panel. Look at the
number besides "ent". Perhaps you are unknowingly creating a lot of entities?


Not two, not one.
Re: nexus to small issues [Re: Grafton] #213522
06/28/08 15:36
06/28/08 15:36
Joined: Nov 2005
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jigalypuff Offline OP
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jigalypuff  Offline OP
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it won`t run at all but the entites in the level are not created by ent_create i put them in via wed and assign the actions to them. thats it thats all i do and then i get the nexus to small error. i als ohave running two fixed function effects one for lightmaps on the ship and one posted recently which is a planet shader.


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: nexus to small issues [Re: jigalypuff] #213657
06/29/08 21:25
06/29/08 21:25
Joined: Oct 2004
Posts: 1,655
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testDummy Offline
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Re: nexus to small issues [Re: testDummy] #213660
06/29/08 21:51
06/29/08 21:51
Joined: Oct 2004
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testDummy Offline
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Re: nexus to small issues [Re: testDummy] #214004
07/01/08 22:18
07/01/08 22:18
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline OP
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jigalypuff  Offline OP
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i`m running xp sp2 not 98. Now i have no idea what you are on about there mate but it certainly offers no help smile i reduced the nexus to 200 but still get nexus to small 4080. Can anyonf offer a reason why this is happening?


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: nexus to small issues [Re: jigalypuff] #214046
07/02/08 09:16
07/02/08 09:16
Joined: Jun 2005
Posts: 656
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Grafton Offline
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You will have to narrow it down.

Unassign all actions and startup functions except the function that loads your
level in your main function. This way only the level loads, but no other code
is ran. If this works, you can check the memory usage (nexus) with the above
mentioned debug panel (F11). Then start adding actions and functions back, one
at a time until you find the one thats giving you the problem. Then comment
sections of it out until you find the part that is giving you trouble.

Its unlikely, but if the level will still not load even with only the function
that loads your level as your only code, then its probably an entity that is
causing the problem, so eliminate them one at a time until you find the one
that is causing the problem.


Not two, not one.
Re: nexus to small issues [Re: Grafton] #214064
07/02/08 10:53
07/02/08 10:53
Joined: Dec 2005
Posts: 116
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tD_Datura_v Offline
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2500k = 2,500,000? polygon ship
+3 x 1024 tx
+fixed function (~shader) on ship ->light maps

?k polygon planet
+1 x 1024 tx
+shader for planet (check user contributions)

?k polygon sky cube
+6 x 1024 tx

Nexus set to 500 in WED
Manual recommendation of ~200 for Nexus is probably dated.
not recommended:
acknex.exe -nx 4080

User Grafton suggests dropping actions, startup functions (code?), etc. ?

Another user might suggest dropping the heavy load entities first.

possibility from source (does not apply to A7):
*use very low poly model stubs, with points to indicate direction
*than morph from stub to the desired model in the action
*do not use hard-coded model strings in ent_morph function
*use (pseudo) constant strings declared in resource file (.txt) for models (sounds, etc.)
& pass those to functions
*declare them as you would in a .wdl file
*this may allow ez swapping of resources

*basically setup low res possibilities for debugging and other purposes
*plan ahead
*after a bit, building toggles might seem nearly automatic

In this case, just recall when the error message first occurred.
Your setup may be a bit excessive, but that isn't directly evident from the existing data maybe.
wink


Re: nexus to small issues [Re: tD_Datura_v] #214124
07/02/08 16:18
07/02/08 16:18
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline OP
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jigalypuff  Offline OP
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it works untill i add the spacecube, this is just a cube with 6 textures on it. this is what i`m confused about why this one model would cause a problem wit hjust that and the starship the fps is 10 and in the nexus part it say nex40009 how can it be so high with so little in the level?


Why does everyone like dolphins? Never trust a species which smiles all the time!
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