Crysis 1 Retexturing Project replaces the Original Textures with Hi Res Textures. (Textures from Texturelib.com, Freepbr.com, Texturehaven, CC0 Textures, Texture Ninja)

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Marek33
Marek33 - - 3,890 comments

I'm not sure, if I mentioned it, to you, but you should try the 4 GB Patch from the NTCore site.

Also, I hope that you can increase the destruction a bit, when it does allow you to use a bit more ram, but I'm afraid, that one spare gigabyte will not be enough.

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pvcf
pvcf - - 4,943 comments

it does not seem the ram limit from cryengine itself for objects/maps/stuff, maybe it have to do with the lightmap, because the memory line is written beside the dynlight counter ? i'm not sooo familiar with that specific topic of CE2.
mwdesign
how big is your GPU Ram ?
so you think it is the Texturesize, not the lightmap size?
does anyone know, if the lightmap for CE2 is calculated in realtime?

the 64bit editor for CE2 should support ... muuuuuuuch more ram than 3gb (but i'm not sure about this), there must be somewhere an mistake / error.

-do you use DDS textures with DX compression to keep your texturepool somewhat usable for the engine ?
-tried to activate texturestreaming from disc ? as far as i know, this feature is working in CE2 (instant crash in CE1 if i try to activate this)

if nothing helps: run crysis, go in options and reduce texture quality to middle.
if you have correct setted up textures with dx compression and atleast 3mipmaps, the lower mipmap will be loaded which saves about 60% memory or more (of cost of texture sharpness)

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mwdesign Author
mwdesign - - 47 comments

My GPU Memory is 8Gb and I use some Compression here and there but, but not constant because i dont figured out which of the correct compression type is used in Game. This 3Gb Memory Error inside of the editor i got on every system I used since now. I think its because of Texture Resolution. Yeah I try some compression types, maybe this helps. Thanks

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pvcf
pvcf - - 4,943 comments

for the textures you do you have to use DX1 compression, DDS, 3 mipmaps.
for that each texture must be at a multiple of sizes of 8.

vegetation textures need sometimes dx5 or dx3 compression with alpha layer.

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mwdesign Author
mwdesign - - 47 comments

13 mipmaps are written into a Texture by default, while i can choose the compression Type and Filter Type, somehow I cant choose the Amount of Mipmaps

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pvcf
pvcf - - 4,943 comments

uuuh, strange.
Cryengine1 and probably 2 can and will use only 3 mipmaps, 0,1,2 , so every another instance is an waste of ram.

hmmm, maybe you find another DDS exporter plugin for your gimp which allow to adjust the mip level ?

you can let the filtertype alone. and don't forget to save your texture native in gimp format too, reimporting DX compressed DDS textures and export&compress; them again, will noticely have negative effects on the image quality.

btw: we can talk via pm in german if you have more detailed questions!

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mwdesign Author
mwdesign - - 47 comments

Thanks for the help here, i now try some things import and export a DDS File and delete the 10 Mipmaps and import again, no this would be too easy :D
I use this program for export to DDS "Easy2Convert PNG to DDS" because somehow i cant direct export from Gimp, so Gimp will export only One Layer of all of the Layers. I first need to export to PNG

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Marek33
Marek33 - - 3,890 comments

pvcf It should have, but I think the only GOG version is 64bit.

mwdesign I would definitely try it, but don't forget to make a backup of the exe files, since it's always best to have a proper one, instead of the files, which the program adds.

roadiereloaded Then you should try that patch, since it could help a bit, with your mod, when you don't have 64bit version.

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Description

Now this is biggest Issue right now, the more Textures I replace and Objects I bring in, the more the Memory increase. While I have 32GB RAM Memory and have a Usage of 6GB RAM for an average Gimpsession while retexturing, the Editor stops and crashes on regular basis when reaching the 3000MB Mark. Without this Limit I can go on with making a complete Wall out of Rigid Bodys, this means you can destroy the entire wall, because they then are made of single physicalized Stones.