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What does this mean??


mergatroid

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Posted

What does this mean:

 

Safe_mallooc failed on allocation of 1092 bytes.

ERROR:memory allocation failed: creating buffer.

And

WARNING: couldn't find image for shader textures.

 

This happens during the -BSP process.

 

I was in a little bit of a hurry when I posted this and didn't have the time to look through the forums.

Posted

OK, the map compiled but when it loads, the terrain has the missing texture thing on it and the sky box is looking like when you look out into the void and sv_pure 0 does not work.

Posted
Originally posted by GothiX

Care to post the sky and terrain shaders?

 

Also - be sure to check that r_showsky is set to 1.

 

Here you go:

 

textures//terrain_base

{

nopicmips

q3map_lightmapaxis z

q3map_lightmapmergable

q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )

}

 

textures//terrain_0

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snowbiga.jpg

{

map textures/hoth/snowbiga.jpg

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_1

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snow_01.jpg

{

map textures/hoth/snow_01.jpg

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_2

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/ice2.jpg

{

map textures/hoth/ice2.jpg

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_3

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/h_outground_2.jpg

{

map textures/hoth/h_outground_2.jpg

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_4

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/h_outground_3.jpg

{

map textures/hoth/h_outground_3.jpg

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_5

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/h_outground.jpg

{

map textures/hoth/h_outground.jpg

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_0to1

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snowbiga.jpg

{

map textures/hoth/snowbiga.jpg

}

{

map textures/hoth/snow_01.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_0to2

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snowbiga.jpg

{

map textures/hoth/snowbiga.jpg

}

{

map textures/hoth/ice2.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_0to3

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snowbiga.jpg

{

map textures/hoth/snowbiga.jpg

}

{

map textures/hoth/h_outground_2.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_0to4

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snowbiga.jpg

{

map textures/hoth/snowbiga.jpg

}

{

map textures/hoth/h_outground_3.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_0to5

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snowbiga.jpg

{

map textures/hoth/snowbiga.jpg

}

{

map textures/hoth/h_outground.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_1to2

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snow_01.jpg

{

map textures/hoth/snow_01.jpg

}

{

map textures/hoth/ice2.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_1to3

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snow_01.jpg

{

map textures/hoth/snow_01.jpg

}

{

map textures/hoth/h_outground_2.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_1to4

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snow_01.jpg

{

map textures/hoth/snow_01.jpg

}

{

map textures/hoth/h_outground_3.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_1to5

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/snow_01.jpg

{

map textures/hoth/snow_01.jpg

}

{

map textures/hoth/h_outground.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_2to3

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/ice2.jpg

{

map textures/hoth/ice2.jpg

}

{

map textures/hoth/h_outground_2.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_2to4

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/ice2.jpg

{

map textures/hoth/ice2.jpg

}

{

map textures/hoth/h_outground_3.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_2to5

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/ice2.jpg

{

map textures/hoth/ice2.jpg

}

{

map textures/hoth/h_outground.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_3to4

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/h_outground_2.jpg

{

map textures/hoth/h_outground_2.jpg

}

{

map textures/hoth/h_outground_3.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_3to5

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/h_outground_2.jpg

{

map textures/hoth/h_outground_2.jpg

}

{

map textures/hoth/h_outground.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

textures//terrain_4to5

{

q3map_baseshader textures//terrain_base

qer_editorimage textures/hoth/h_outground_3.jpg

{

map textures/hoth/h_outground_3.jpg

}

{

map textures/hoth/h_outground.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphaGen vertex

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_ZERO

}

}

 

The sky box is the normal Hoth sky box but I'll try the r_showsky command.

Posted
Originally posted by GothiX

Your shader seems to be folderless.

 

What do you mean?

 

Oh yeah! I tried the map again and opened the consol and there was something there about not having a light map or something like that.

 

It's the shaders that don't have light maps, otherwise the map has a _sun entity in it.

Posted

He means the lines that look like:

 

textures//terrain_4to5

 

There is no folder....you missed a part of the tutorial...if you didn't use a tutorial I suggest you do!

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