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[SOLVED] Cullart Problems

Posted: February 21st, 2012, 5:55 pm
by chocolatepie33
I want to release some maps soon, but I would like to remove a lot of unnecessary textures to reduce the filesize. I know about using the /cullart command to cull the extra stuff, along with compactvslots (or at least I think I do; see here and here), but whenever I use cullart, it removes textures that I did use in the map, along with including some extras that I originally used, but changed. Can someone help me? Is there a better way of doing this?

For those of you who don't understand "cull", read this (from an online dictionary)

Code: Select all

Cull:
1. to select from a group ; choose <culled the best passages from the poet's work>
2. to reduce or control the size of (as a herd) by removal (as by hunting) of especially weaker animals; also : to hunt or kill (animals) as a means of population control

Re: Cullart Problems

Posted: March 9th, 2012, 6:47 pm
by chocolatepie33
I hate to bump this, but I would really like some answers. Anything will do. If needed, I can post before/after screenshots.

EDIT: example screenshots, this isn't the exact map I want to upload, but this still shows the problem pretty well.

Before
CULLART_BEFORE.png
After
CULLART_AFTER.png

Re: Cullart Problems

Posted: March 10th, 2012, 10:37 am
by kddekadenz
Weird..
I tried the command with 2.7 and it worked fine :shock:

Re: Cullart Problems

Posted: March 11th, 2012, 5:18 pm
by chocolatepie33
well, if it helps, I'm using 2.7.1. I also did this on a fully completed map, if you did it on just a regular ol' newmap, then you might not notice a problem. If you have a fully done map, try it on that.

Re: Cullart Problems

Posted: March 12th, 2012, 2:27 am
by Sircameron
Yea the same thing happened to me as well... 2.7

On one map it removed all but 2 textures and replaced one texture with another one that was on the map
"OF\OpgenfootageNEtstonewall_6.jpg" with "loopx\cobbst1.jpg"

Re: Cullart Problems

Posted: March 12th, 2012, 11:39 am
by kddekadenz
chocolatepie33 wrote:well, if it helps, I'm using 2.7.1. I also did this on a fully completed map, if you did it on just a regular ol' newmap, then you might not notice a problem. If you have a fully done map, try it on that.
I didn't found a smart solution but the reason of your problem:
the textures will be reduced, to the ones you used, BUT the already textured landscape is assigned to the order before you've changed it.
E.g, a texture which had the ID 23 may now have the ID 2 -> if you have now a texture with the ID 23 it will be assigned, if not there will be shown 'Texture ERROR'

possible solutions:
-> retexture everything
-> edit the cfg: replace every texture you do not need with another texture you need (to keep the order)
-> choose next time at the beginning the textures you want to use and delete the other textures in the cfg

Re: Cullart Problems

Posted: April 16th, 2012, 8:37 pm
by chocolatepie33
to anybody who cares: finally figured it out. I used the cullart command, then saved the map under a different name. reload later, and it works. Because I originally used very few textures (around 17 or 18), I only lost 3 textures, and those were easily replaced.

Re: Cullart Problems

Posted: April 17th, 2012, 1:49 am
by kddekadenz
chocolatepie33 wrote:to anybody who cares: finally figured it out. I used the cullart command, then saved the map under a different name. reload later, and it works. Because I originally used very few textures (around 17 or 18), I only lost 3 textures, and those were easily replaced.
Nah, it's because you used the textures with the smallest ID's.

Re: [SOLVED] Cullart Problems

Posted: April 20th, 2012, 6:29 pm
by chocolatepie33
actually, no, I used that method on the map shown in the images above (which use lots of the PhilipK textures, which are in the 500s), and it worked perfectly. Unless you're talking about the replaced textures.