mergatroid Posted March 12, 2004 Share Posted March 12, 2004 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. Link to comment Share on other sites More sharing options...
GothiX Posted March 12, 2004 Share Posted March 12, 2004 And 7 topics down, we find: http://www.lucasforums.com/showthread.php?s=&threadid=124437 Link to comment Share on other sites More sharing options...
mergatroid Posted March 12, 2004 Author Share Posted March 12, 2004 Originally posted by GothiX And 7 topics down, we find: http://www.lucasforums.com/showthread.php?s=&threadid=124437 That still doesn't explain the missing image for shader textures. Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 12, 2004 Share Posted March 12, 2004 I'm not sure it does really have to explain that. Your main problem is a memory allocation error. The missing image is only a warning so you should worry about the error first. Link to comment Share on other sites More sharing options...
GothiX Posted March 12, 2004 Share Posted March 12, 2004 Missing images happen a lot, though it never causes a single problem. Link to comment Share on other sites More sharing options...
mergatroid Posted March 12, 2004 Author Share Posted March 12, 2004 Originally posted by GothiX Missing images happen a lot, though it never causes a single problem. THx all. Link to comment Share on other sites More sharing options...
mergatroid Posted March 14, 2004 Author Share Posted March 14, 2004 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. Link to comment Share on other sites More sharing options...
GothiX Posted March 14, 2004 Share Posted March 14, 2004 Care to post the sky and terrain shaders? Also - be sure to check that r_showsky is set to 1. Link to comment Share on other sites More sharing options...
mergatroid Posted March 14, 2004 Author Share Posted March 14, 2004 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. Link to comment Share on other sites More sharing options...
GothiX Posted March 14, 2004 Share Posted March 14, 2004 Your shader seems to be folderless. Link to comment Share on other sites More sharing options...
mergatroid Posted March 14, 2004 Author Share Posted March 14, 2004 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. Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 14, 2004 Share Posted March 14, 2004 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! Link to comment Share on other sites More sharing options...
mergatroid Posted March 15, 2004 Author Share Posted March 15, 2004 It worked Just one more little question, is it possible to make the textures in the shader bigger. As in it not repeating itself? Link to comment Share on other sites More sharing options...
GothiX Posted March 15, 2004 Share Posted March 15, 2004 Press NumPadPlus in Easygen. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.