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 Post subject: Alternative to Slice60?
PostPosted: Sat Jun 28, 2008 6:23 am 
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Working on converting a section from Half-Life 2 into MTM2. Since it's pretty complex I've made a huge image to paste once to create the whole texture sequence. Like in the tutorial on the website, only much larger. It's 12360 by 10020 pixels. Since it's so ridiculously massive, Slice60 can't handle it. Is there another way to do it, without splitting it into small pieces first?


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PostPosted: Sat Jun 28, 2008 7:09 am 
Glow Ball
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12360 / 60 = 206

10020 / 60 = 167

206 x 167 = 34402 tiles :eek:

I was going to suggest you quarter the image with maybe one or two tiles for overlap, but figured I'd better do the math. Ouch! that's a lot of textures.

Sorry, don't know of an easy way for something that large.


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PostPosted: Sat Jun 28, 2008 8:54 am 
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Heh, didn't know it would be that many. Well Slice60 has an output limit of 999 textures so if I split it up into 35 pieces I'm good to go. [(-:]

By the way, was there ever a work-around for the visibility limit? I'm trying to use this a sort of graphical benchmark/free-roam area, not a pure race track, but that sort of goes out the window if hardly any of the scenery is visible at once.


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PostPosted: Sat Jun 28, 2008 3:57 pm 
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mtm2's limit is something like 400 individual tecxtures right?

Which is about this big:
http://ch.mtm2.com/TrackDetails.php?Add ... e=Circuits
(note groundboxes for scale)

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PostPosted: Sun Jun 29, 2008 3:23 am 
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512 is the max, and I'd completely forgotten about that limit. So I guess the only way this could work would be re-using textures. Ah well.


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