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jonwil
12-10-2005, 07:14 PM
The reason that scenery ovls made by us seem to end up bigger than the atari files is that atari used texture sharing to share textures (with only one copy of each texture and the other files referencing that texture). This feature is actually supported in my scenery importer and has been for a few versions now (but no-one actually seems to be using it). This means that only one copy of the texture is used and loaded into memory.

The way to use this in your own scenery (note that its perfectly ok to update existing scenery with this as long as you dont rename any scenery or change its size or something like that) is to load the texture into one ovl file.
Then, in the other ovl files that reference it, you add a reference.

If the ovl file with the scenery in it is called a.common.ovl and a.unique.ovl, you add the reference "a" to all the other ovl files.

Then, when selecting the texture for the model, instead of selecting it, you type its name in manually.
By doing this (and not actually loading the texture into all the ovl files), the game will only load one copy of the texture.

When picking what ovl file to put the texture into, pick one which has the least complex model and/or pick the one that is the most likely to be used when this set is used. (remember that anytime the ovl file with the texture is loaded, whatever 3d model is inside it will be loaded too)

EDIT:
Also, note that the exact way that I load stuff into the scenery ovls is different to how frontier does it.
In order to make valid size comparisons, you need to compare the size of both the .common.ovl and the .unique.ovl. Frontier puts stuff into the .common.ovl that I put into the .unique.ovl (the game still reads it all either way)

marnetmar
12-11-2005, 12:48 AM
Do you mean we should make 1 large texture map for a lot of props like the ones in the game?

jonwil
12-11-2005, 04:23 AM
You dont have to do that.
But, if you have more than one object with the same texture (or textures that are close enough to be the same or ones that could be combined into one texture without sacrificing quality) then you should implement texture sharing since it will reduce the memory usage of the custom scenery in question (every texture in the game takes up memory)

MaxInfinity
12-11-2005, 08:33 AM
Originally posted by jonwil
When picking what ovl file to put the texture into, pick one which has the least complex model and/or pick the one that is the most likely to be used when this set is used. (remember that anytime the ovl file with the texture is loaded, whatever 3d model is inside it will be loaded too)



just a thought here jonwil
I could pick my lowest poly count wall as the referenced texture
which is 12 polys, but could I make a 1 poly ovl just for referencing, Include it in the folder but not have it visible in the list in rct3, so when the file is referenced it only loads 1 poly instead of 12

CoasterSim.Fan
12-11-2005, 12:28 PM
Originally posted by MaxInfinity
just a thought here jonwil
I could pick my lowest poly count wall as the referenced texture
which is 12 polys, but could I make a 1 poly ovl just for referencing, Include it in the folder but not have it visible in the list in rct3, so when the file is referenced it only loads 1 poly instead of 12

Let us know if this works because this could really help save recourses on my colored wall set.

* So let me see if I got how to do this correctly I take a file and texture it than on all my other files I add a reference to the file with the texture and than type the texture in manually?

MaxInfinity
12-11-2005, 02:37 PM
Thats correct coastersim, make sure the object that contains the texture is the one with the lowest poly count.

shyguy
12-12-2005, 02:41 AM
I've been using this feature now extensively, and it's definitely the textures that are making the files so big. My average file size has been 300 to 500 kbs. I've been mistakenly filling in the Alpha Texture field on all custom objects. Removing the alpha texture cuts the file almost in half. Then referencing it to another object, drops the size tenfold. So now, the average file size of my non-referenced objects is around 100 to 200 kb and the referenced objects are around 5-10 kb!!!

MaxInfinity
12-12-2005, 09:10 AM
Great news shyguy, I thought the textures were the culprit and jonwil has confirmed this and so have you.

RCT-Spanky
12-12-2005, 12:31 PM
Just one question. Did that mean, that every object has then the same texture or can I manage that any object in the set has a different texture.

A little tutorial about how the texture should look and how to use it on the different objects would be very helpful.

And BTW: Are the numbers of Polygons also relevant or is it "just" a problem of the texturing?

It's good that the discussion about the object-size has began now. We all stand at the beginning of creating scenery.
Off course, there exists a great collection of masterpieces meanwhile, but with any new knowlegde about how the program works anything more would be possible.

MaxInfinity
12-12-2005, 02:09 PM
every object can have a different texture it just means if you have 1 object with the same texture as another one, instead of rct loading the texture twice, once for each object, it only has to load it into memory once, then all the other objects that use that texture will reference it instead of loading it again.

for example if you have 1 texture thats 65kb and u have 10 objects that use this texture, if u use all 10 objects in rct3, thats 650kb, but if you reference 9 of the objects textures to the 10th object, then u use all 10 objects into rct3, thats still only 65kb, because the texture is already in memory and the other 9 objects are just referencing it.

Hope that makes sense

ride_exchanger
12-21-2005, 03:26 PM
Could you make a set in which half of the objects referenced texture "A" and the other half referenced texture "B"? How about more than 2 textures in a set? Is there a limit?

Im not an object maker, I'm just curious

jonwil
12-21-2005, 06:11 PM
There are no limits to what texture referencing can do.
Basicly, all that the reference entry says (and there can be more than one btw) is "go here and read this ovl file".
The game will then read that before it looks for anything referenced by the ovl file being loaded.

Guybrush_47
12-21-2005, 06:15 PM
Oh right, so i've been using a large 512x512 texture pallete, with 9 textures inside. But i assumei could now have 9 seperate textures and link the correct faces to the correct texture via your importer. Great stuff.