LarryG on 16/12/2016 at 17:55
Now reread the error message:
That says you only have 2048 handles. That means you can only have 2048 different resources (textures, objects, meshes, sounds, and so on) pointed to. It has NOTHING to do with how many terrain brushes you have, but it does have to do with how many different TEXTURES you have assigned to those brushes. You could have all 4900 terrain brushes assigned to just one texture and you would only be using one file handle (assuming that texture isn't animated). The terrain might be boring to look at, but it would still only take one texture file and only one file handle. The same with objects. If all 5376 of them use the same texture, only two file handles might be used: one for the object and one for the texture on the object The problem you are having is not directly linked to the number of any type of anything, it is linked to the total number of files (resources) used when they are referenced in the game. That's why the info window isn't of much use in seeing where the problems are. You need to use your brain cells and think about what resources you are using in the game. Odds are that the original answer will fix it, especially if you have only one family.
Quote Posted by Unna Oertdottir
Compress the textures ...
WHY HAVING ONE FAMILY IS STILL NOT A GOOD IDEA: If you load the whole family, and it has 1000 textures in it, then the game will need 1000 file handles until you compress the family! That's why it is still a good idea to have different texture families, with only 25 or so textures in each. Then if you purge unused textures by using
Compress All on your DromEd
Textures menu frequently, you should have no problem loading / reloading a family when you need a new texture from it.
regarding what R Soul says:
Quote Posted by R Soul
2048 is nowhere near the object limit. From thief2\doc\modders_notes:
Max concrete object IDs: 8192 (from 4096)
The Max concrete object ids refers to the number of concrete objects, not the number of file handles. If all the concrete objects use just the same model, then only the number of file handles needed for that one object will be used. Each instance of the same object doesn't need its own file handles. If you put 50 MetalDoor21 objects in your mission, you only need three file handles: one for the object, one for the door texture, and one for the door lever/knob texture. If another door uses the same door lever/knob texture, it won't need a new file handle; it will use the handle that already exists. Got it?
So that's why you need to use your little grey cells and figure out where all the file handles are going!
Cardia on 16/12/2016 at 20:41
Thanks LarryG, i din't know what handles was, that's why i suspected it had to do with the number of textures i use in this mission, with that said, i guess i will have probably to eliminate a few things, because i still need to add the ai creatures and a few more objects for the gameplay. i use always 21 or 22 textures in each family folder. Now that i have compressed the textures and purge textures i no longer have that "assertion failed" problem, still i know i can't go much further regarding adding new textures. So probably its better to eliminate a few places, or i could simply repeat objects with the same texture, but i don't want to repeat it, and yes LarryG my brain cells told me yesterday it would be safer to use repeated objects to avoid the introduction of new textures...but i don't like much repetition for this mission.