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What is the T4M mod helping me with

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Created 10 years ago
by MakeCents
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I recently added a few weapons, sounds, and models to ORBiT. I went to test if it still worked without the T4M and it didn't anymore. I removed those things, and it still won't work. However, if I delete a lot of models, or the moon zombies by shipen it will work without the T4M. (Assuming the number of models in that is why deleting that works)

I've checked my mem usage and it really isn't seeming to be relevant. I can get it to work at 140 mb and can get it not to work at 130 mb.

Is there something still being put in my files even after removing those items? (I've delete the mode many times, maybe something else?)

What limit is the T4M helping me with? I use all the models, in what I deleted, somewhere else in the map, so I wouldn't think it was images or materials.

T4M doesn't help with any vert limits or anything? There are a lot of aw models.


BTW, I have nothing against the T4M, it's a matter of pride at this point to get the map working without it, really, I know I don't need it, if I could just figure out what limit I am hitting.
Last Edit: February 23, 2016, 04:31:34 pm by MakeCents
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There's some weird model issue that exists in WaW I'm not sure what's causing it but you're describing what I know a lot of people are getting now. Especially with newer models or adding a shit ton into their map/mod.

Also I forgot to mention in the post the asset counter is skewed because it doesn't tell you about the ones that are loaded by the game already.
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There's some weird model issue that exists in WaW I'm not sure what's causing it but you're describing what I know a lot of people are getting now. Especially with newer models or adding a shit ton into their map/mod.

Also I forgot to mention in the post the asset counter is skewed because it doesn't tell you about the ones that are loaded by the game already.

Thanks pawn. I'll get it working and start adding one at a time, see if I can get it going. Just not sure how the T4M was helping me with this issue. Like it is fixing something for me... I may replace all these models with tag_origins for a minute to see if that helps or if it is a shear model count issue...
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They might be loaded in the game but not sure which part it exists in.

As in which fastfile they came from as there's 4 fastfiles loaded on startup.
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Update:
I'm starting to think it is the materials limit. I have it working now, and as long as I don't add any models that are not in the map already it works. Until I try to use this, then it doesn't work again. I can only assume its trying to load too many materials?

Code Snippet
Plaintext
	//Ammo grapics for shells
itemDef
{
name "clipGraphichalo"
rect (WEAPINFO_X +111) (WEAPINFO_Y +156) 1 1 HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_TOP
forecolor 1 1 1 HUD_ALPHA
ownerdraw CG_PLAYER_WEAPON_AMMO_CLIP_GRAPHIC
visible when ( dvarstring(suit) == "spacesuit");
decoration
}
^This may actually not be related at all. I can comment out any two itemdefs and it works, which is even more strange, even if it uses the same material.
Last Edit: February 27, 2016, 05:50:32 pm by MakeCents
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Update:
I'm starting to think it is the materials limit. I have it working now, and as long as I don't add any models that are not in the map already it works. Until I try to use this, then it doesn't work again. I can only assume its trying to load too many materials?

Code Snippet
Plaintext
	//Ammo grapics for shells
itemDef
{
name "clipGraphichalo"
rect (WEAPINFO_X +111) (WEAPINFO_Y +156) 1 1 HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_TOP
forecolor 1 1 1 HUD_ALPHA
ownerdraw CG_PLAYER_WEAPON_AMMO_CLIP_GRAPHIC
visible when ( dvarstring(suit) == "spacesuit");
decoration
}
^This may actually not be related at all. I can comment out any two itemdefs and it works, which is even more strange, even if it uses the same material.

itemDef limit?
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itemDef limit?

Doubt it. Didn't know there was one. But it would have to be something the t4m helps with, cause it loads with it.

 
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