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What does this mean??


mergatroid

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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.

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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.

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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.

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