Help - Search - Members - Calendar
Full Version: Allocblock: Full
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
Lord_Maldazzar
hi,

ive just finished the first beta of my map, but the problem is: MAX_PATCHES exceeded... so i scaled down a few textures...
i used the plane-optimizer from xp-cageys compile tools...

data:
planes 8862/32767 177240/655340 (27.0)
clipnodes 27858/32767 222864/262136 (85.0)VERY FULL!
leaves 5030/8192 140840/229376 (61.4)
all other stuff is under 40%
planes in map: 50672
planes actually used: 8862


i put the map and all related models/sounds/sprites into the right folder, but i still get "AllocBlock: Full" error...

as i said, i scaled down many textures, and the finished (and optimized) .bsp is about 2.17 MB large....

any ideas, how to rescue my map?
Mendasp
This should have been posted on the Mapping Help and Troubleshooting forum.

As for your question, do you use Fit a lot? if you scale down a lot a texture it can give you that error (which tends to happen a lot with fit). Also, check if you have intersecting info_locations...
Zyndrome
http://www.slackiller.com/tommy14/errors.htm#allocblock - Good info about allocblock:full
Lord_Maldazzar
ok, my logfile generated by the compile programs...

--
hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlcsg.exe D:\\ns_pons_b2
Entering D:\\ns_pons_b2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

15 brushes (totalling 88 sides) discarded from clipping hulls
CreateBrush:
(100.61 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(19.92 seconds)

Using Wadfile: \sicherung d\hl zeugs\halflife.wad
- Contains 23 used textures, 20.54 percent of map (3116 textures in wad)
Using Wadfile: \games\bugofen\steamapps\lordmaldazzar@lycos.de\half-life\nsp\ns.wad
- Contains 30 used textures, 26.79 percent of map (578 textures in wad)
Using Wadfile: \games\bugofen\steamapps\lordmaldazzar@lycos.de\half-life\nsp\ns2.wad
- Contains 59 used textures, 52.68 percent of map (296 textures in wad)

added 2 additional animating textures.
Texture usage is at 3.98 mb (of 4.00 mb MAX)
121.59 seconds elapsed [2m 1s]

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlbsp.exe D:\\ns_pons_b2

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'D:\\ns_pons_b2.prt'
66.67 seconds elapsed [1m 6s]

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlvis.exe D:\\ns_pons_b2
3701 portalleafs
10702 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(73.27 seconds)
LeafThread:
(435.13 seconds)
average leafs visible: 180
g_visdatasize:205382 compressed from 1713563
508.91 seconds elapsed [8m 28s]

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlrad.exe -extra D:\\ns_pons_b2

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


17588 faces
Create Patches : 97702 base patches
0 opaque faces
445222 square feet [64112092.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


----- END hlrad -----

then i used the plane-optimizer...
Kouji_San
Have you tried adding -sparse to the hlrad.exe compile process, I think that should fix it
wascally_wabbit
I had this same error, and I finally figured out that the problem was that I used Fit, and it scaled the texture down to 0.00 X, 1.20 Y. Turns out HL doesn't like it when stuff is scaled down to 0.00
Chances are it's something else, but if nothing else works, check for that.

I figured out which brushes (had 2 of them actually) were causing the error by knocking out large chunks of my map, compiling, then running it. (btw, I didn't run RAD in my map... too lazy to light the thing). If I got the error, I'd knock out another chunk of my map, until I found the brush causing it... Though that might not work as well for you as it did for me, since both of the brushes causing the problem in my map were in the same room. Probably wouldn't have found them as easily if I had 4 of them spread out around the map tounge.gif
Ron2K
Also try running a -full VIS.
Yamazaki
MAX_MAP_PATCHES can only be fixed by -sparse or a larger -chop value. It has nothing to do with planes or texture usage, it's a matter of RAD running out of patches with which to light the map. Patches are like polygons that only contain the lighting info for a surface, -chop determines how large or small these patches are, and smaller patches means more patches needed.

This error MUST be corrected before the map can be properly compiled to a playable state. You cannot ignore it.
Lord_Maldazzar
changed around a few things, look, what i got now smile.gif

---

** Executing...
** Command: Change Directory
** Parameters: "D:\Games\BugOfen\SteamApps\lordmaldazzar@lycos.de\half-life"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\RENDER~1\hlcsg.exe
** Parameters: "d:\sicherung d\ns_pons_b3\ns_pons_b2"

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlcsg.exe "d:\sicherung d\ns_pons_b3\ns_pons_b2"
Entering d:\sicherung d\ns_pons_b3\ns_pons_b2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

14 brushes (totalling 82 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (92.97 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (18.69 seconds)

Using Wadfile: \sicherung d\hl zeugs\halflife.wad
- Contains 22 used textures, 19.82 percent of map (3116 textures in wad)
Using Wadfile: \games\bugofen\steamapps\lordmaldazzar@lycos.de\half-life\nsp\ns.wad
- Contains 30 used textures, 27.03 percent of map (578 textures in wad)
Using Wadfile: \games\bugofen\steamapps\lordmaldazzar@lycos.de\half-life\nsp\ns2.wad
- Contains 59 used textures, 53.15 percent of map (296 textures in wad)

added 2 additional animating textures.
Texture usage is at 3.96 mb (of 4.00 mb MAX)
112.73 seconds elapsed [1m 52s]

----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\RENDER~1\hlbsp.exe
** Parameters: "d:\sicherung d\ns_pons_b3\ns_pons_b2"

hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlbsp.exe "d:\sicherung d\ns_pons_b3\ns_pons_b2"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'd:\sicherung d\ns_pons_b3\ns_pons_b2.prt'
61.13 seconds elapsed [1m 1s]

----- END hlbsp -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\RENDER~1\hlvis.exe
** Parameters: "d:\sicherung d\ns_pons_b3\ns_pons_b2"

hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlvis.exe "d:\sicherung d\ns_pons_b3\ns_pons_b2"
3577 portalleafs
10296 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (66.05 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (423.61 seconds)
average leafs visible: 184
g_visdatasize:198829 compressed from 1602496
490.17 seconds elapsed [8m 10s]

----- END hlvis -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\RENDER~1\hlrad.exe
** Parameters: -sparse "d:\sicherung d\ns_pons_b3\ns_pons_b2"

hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\RENDER~1\hlrad.exe -sparse "d:\sicherung d\ns_pons_b3\ns_pons_b2"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'd:\sicherung d\ns_pons_b3\ns_pons_b2.rad']
[11 texlights parsed from 'd:\sicherung d\ns_pons_b3\ns_pons_b2.rad']

16914 faces
Create Patches : 94700 base patches
0 opaque faces
427475 square feet [61556500.00 square inches]
2533 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (294.16 seconds)
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (530.81 seconds)
visibility matrix : 40.2 megs
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1562.97 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (164.34 seconds)
Transfer Lists : 107741374 : 107.74M transfers
Indices : 57529976 : 54.86M bytes
Data : 430965496 : 411.00M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (34.86 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Exceeded MAX_MAP_LIGHTING
Description: You have run out of light data memory
Howto Fix: Use the -lightdata <#> command line option to increase your maximum light memory. The default is 8192 (KB).


----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "d:\sicherung d\ns_pons_b3\ns_pons_b2.bsp" "D:\\ns_pons_b2.bsp"


** Executing...
** Command: Copy File
** Parameters: "d:\sicherung d\ns_pons_b3\ns_pons_b2.pts" "D:\\ns_pons_b2.pts"


** Executing...
** Command: D:\Games\BugOfen\Steam.exe
** Parameters: +map "ns_pons_b2" -dev -console
---

should i try -sparse -lightdata 16384 $path\$file confused.gif


any ideas?
OneEyed
Alloc Block Full has only be one thing for me. And is mostly that one thing for everyone, your textures are scaled "down" TOO much... You need to INCREASE the size of your textures to atleast .60, but not the entire map, unseen spots (even "null texture" ) should be at 5x5 scale. I noticed doing this to sky and null will help lower the patch count ALOT , do it to every unseen possible spot 5x5 is the largest it needs to be, anything higher isnt counted as a bigger patch.
Lord_Maldazzar
well, is there a way to mark every null texture on the whole map and replace it with a larger scaled null-texture (lets say x 5.00 y 5.00) ??
brute_force
QUOTE (Lord Maldazzar @ Jul 28 2004, 12:34 PM)
well, is there a way to mark every null texture on the whole map and replace it with a larger scaled null-texture (lets say x 5.00 y 5.00) ??

Click replace, select null on the left, then select the "mark faces" and press ok. It should have selected all faces with the null textures, so just incrase the scale to 5x5.
Reebdoog
You can mark every brush that has a null on it, but not every face (That i know of). And you'll need to manually select the face and use the texture tool to up the scale.

edit:
QUOTE
Click replace, select null on the left, then select the "mark faces" and press ok. It should have selected all faces with the null textures, so just incrase the scale to 5x5.

Damn, i can only select the solids, not the faces.
brute_force
QUOTE (Reebdoog @ Jul 28 2004, 12:47 PM)
You can mark every brush that has a null on it, but not every face (That i know of). And you'll need to manually select the face and use the texture tool to up the scale.

Nope, try it sometime - you can mark every face with null.
Sorcerer
the problem in your latest log you posted is still that you have 94700 patches for your map and therefore you run out of memory when the lightmap is created.
Yes, you can use sparse to override the 65535 patches and yes, you could use -lightdata memoryvalue to increase the lightmap memory, but the last one isn't really recommended, since you should aim for the default limit of ~6MB, because everything above might cause performance or compatibility problems.

The best way to get rid of your problem with the lightmap and the patches is in my opinion to decrease the number of patches in your map. That will also help, that the lightmap will be smaller.
Now.. what is a patch? let's take a 256x256 texture. when the lightmap is calulated, that texture will get chopped into 8 patches of 64x64 each. Now let's say you scaled down that texture to 128x128. That does not mean your patches are the same. No. The patches get scaled with the scaling of the texture. And since the scaling is 0.5, the patches would be 32x32. So you would have the incredible amount of 32 patches for the same 256x256 wall. But of course that will work in the other direction aswell. Scaling textures up will decrease the number of patches.
But what if you need that texture scaled down?
The answer is quite simple: use a smaller texture. You can take the for example 256x256 texture and resize the texture, and save the resized 128x128 texture. Now you can apply the 128x128 to the wall with a scaling of 1, instead of a 256x256 with a scaling of 0.5. That will reduce your patches on that wall by 75%. Meaning... 8 patches instead of 32 on a 256x256 unit wall.
Imagine the effect on a 256x256x1024 corridor. that would be a decrease of patches from 512 down to 128.
And in the end you will hopefully end up with way less patches and also a smaller lightmap. smile.gif
Lord_Maldazzar
well, first of all, thx for your help ppl biggrin.gif

2nd: ill try to change the size of all the "null" textures first, hope this works...
if it does, ill add a few more lightning stuff (e.g. shiny lights, electro-stuff like on ns_eclipse), and a few more lights on the ceiling + replacing some normal light_entities with light_spot biggrin.gif
Lord_Maldazzar
i just scaled up all the null-textures to 5x5... here is what i got -.-

Error: Exceeded MAX_PATCHES
Kouji_San
it has been suggested twice now... Once by me and once by Yamazaki.

Add -sparse to the hlrad compile process smile.gif
Lord_Maldazzar
...
scaled up "null" and "sky" textures to 5x5, used -sparse in the compile process...

problem: "you have run out of lightdata memory"

problem when starting the map: AllocBlock:full

any ideas?

im so sick of this stupid errors -.-
Yamazaki
QUOTE (Lord Maldazzar @ Jul 30 2004, 09:40 PM)
...
scaled up "null" and "sky" textures to 5x5, used -sparse in the compile process...

problem: "you have run out of lightdata memory"

problem when starting the map: AllocBlock:full

any ideas?

im so sick of this stupid errors -.-

-sparse only gets around the patch limit, it won't help with exceeding the lightdata limit.

The command reference that's included with the latest compile tools says that -lightdata is not a good solution:

Set custom lightdata maximum (MB).
Higher values than the default (6MB) can cause performance issues. You should perform compatability testing before releasing maps if they're over the preset limit.

The typical NS map is between 3 and 7 megs, and your map is trying to use over 6megs just for lighting information alone. It's obvious to me that you're overdoing something, or your architecture isn't efficient and you've got a lot of wasted space that is being lit for not reason. So there is no magical cure for your problem, you'll have to go back into Hammer and make your map more efficient.
Lord_Maldazzar
could this be a cause of mitered corners / etc?
i mitered almost everything, because i read a tutorial (long time ago) about mitering stuff.... and so i used this construction method...

could this be the reason for my errors?
ive also built the whole map with "null" textur first and then textured the whole thing...

[EDIT]: found this article on the verc collective...
but it doesnt say anything about light_patches or map_patches...
Yamazaki
NULL and SKY do not use patches, so they wouldn't contribute to the lightdata amount either. I don't see why everyone told you to scale those up anyways.

Mitered corners doesn't apply either.

Lord_Maldazzar
and what should i do now?
Kouji_San
Before you do anything radical like rebuilding map areas to try and fix the maximum lightdata problem. Here are a few thing you can try by using some more compile parameters.
  • Firts try to compile without the -extra. I don't believe it is nescesary for final compile, just did a compile wihtout -extra on my map and I don't see any noticeable differance in the lighting quality. But I do see that the memory used for lighting is decreased.
  • If you are using opaque entities to create shadows. Have a look to see if they are really nescesary. These suck up memory.
  • If you are using lots of lights with somekind of appearance other then normal, have a look if they are nescesary since these also increase the memory usage.
  • Try adding -chop 64to96. The higher this value the more lightdata you gain. I used a combo of not using -extra and a -chop of 80 in my test.
  • If you are using a lot of texture lights maybe have a good look at them and see if you can't replace them with 1 single light in front of the texture in the same color as you used in the textured light. A brightness of 80 on this single entity will work very well on spotlight textures and monitor screens. This will save you a lot of lightdata and it doesn't look bad (in some cased even better)
  • Try some of the other compile parameters to. if you are using the batch compiler, have a look at the discription of each rad compile parameter and experiment with them to decrease the memory usage...

If all of these suggestions wont be able to salvage your map. Then I think your left with the final option, I'm afraid... And thats Yamazaki solution

QUOTE (Yamazaki @ Jul 30 2004, 11:24 PM)

-sparse only gets around the patch limit, it won't help with exceeding the lightdata limit.

The command reference that's included with the latest compile tools says that -lightdata is not a good solution:

Set custom lightdata maximum (MB).
Higher values than the default (6MB) can cause performance issues. You should perform compatability testing before releasing maps if they're over the preset limit.

The typical NS map is between 3 and 7 megs, and your map is trying to use over 6megs just for lighting information alone. It's obvious to me that you're overdoing something, or your architecture isn't efficient and you've got a lot of wasted space that is being lit for not reason. So there is no magical cure for your problem, you'll have to go back into Hammer and make your map more efficient.


Note:
I'm running into the same problem on my map (now that I added the ventilation system and some more details), but thats just because its a huge map (probably the largest ever created for NS)with detail all over the place so I'm bound to run into this problem. Good thing for me that the map is almost done so no new areas have to be added, and I'm still within the engine limits... Anyway, I couldn't compile with my old compile settings, but with the use of some different compile parameters and some small optimisations in the map you probably can save the map...
Lord_Maldazzar
well... i tried a few things, but nothing worked...
still same errors:
Exceeded MAX_PATCHES
AllocBlock:full

well... this sucks, im gonna convert my map to NS:Source when its released and add MUCH more detail to it...

thx for help anyways, people...

maybe i'll add a few pictures of my map (editor-view) to this thread... , but at the moment my webspace wont let me upload anything o_O
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.