lauser Posted July 30, 2004 Share Posted July 30, 2004 I need help with this memory error. I have already tried Splashdamage. mslaf, Wade, Gothix, anyone? Here is my compile option put into Radiant and REdirected to Q3map2.5.15: ! "C:/Program Files/q3map/q3map2" -v # -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -meta -samplesize 2 $ && ! "C:/Program Files/q3map/q3map2" # -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -vis -saveprt $ && ! "C:/Program Files/q3map/q3map2" -v # -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -light -fast -samples 2 -lowmem $ Here is the logfile: 2.5.15 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.15 GtkRadiant - v1.5.0 Jul 8 2004 21:06:11 Kitten confit: It's not just for breakfast anymore! --- InitPaths --- VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/ --- BSP --- Creating meta surfaces from brush faces Lightmap sample size set to 2x2 units entering shaders/shaderlist.txt entering shaders/blah blah blah --- LoadMapFile --- Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.map entering C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/map.map 4179 total world brushes 3581 detail brushes 458 patches 8564 boxbevels 8742 edgebevels 660 entities 47230 planes 0 areaportals Size: -4672, -12544, -1088 to 2944, 3664, 2240 --- ProcessDecals --- 0 decal projectors --- CreateMapFogs --- 0 fogs ############### model 0 ############### block size = { 2048 2048 2048 } BSP bounds: { -4672.000000 -12544.000000 -1088.000000 } { 2944.000000 3664.000000 2240.000000 } Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 } --- PatchMapDrawSurfs --- 383 patches 150 patch LOD groups --- FaceBSP --- 4713 faces 3700 leafs --- MakeTreePortals --- 112 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 776 structural brushes 1696 cluster references --- FloodEntities --- Entity 331, Brush 0: Entity leaked 879 flooded leafs --- FillOutside --- 1500 solid leafs 1321 leafs filled 879 inside leafs --- CullSides --- 636 hidden faces culled 83 coincident faces culled --- ClipSidesIntoTree --- --- FaceBSP --- 1554 faces 1715 leafs --- MakeTreePortals --- 150 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 776 structural brushes 1995 cluster references --- NumberClusters --- 833 visclusters 2227 visportals 3010 solidfaces --- WritePortalFile --- writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.prt --- FloodAreas --- 4 areas --- AddTriangleModels --- --- AddEntitySurfaceModels --- --- FilterDetailBrushesIntoTree --- 3403 detail brushes 6281 cluster references ----- FogDrawSurfs ----- 0 fog polygon fragments 0 fog patch fragments 0 fogged drawsurfs --- SubdivideFaceSurfaces --- --- FixTJunctions --- 11249 axial edge lines 15818 non-axial edge lines 4 degenerate edges WARNING: Degenerate T-junction edge found, fixing... WARNING: Degenerate T-junction edge found, fixing... WARNING: Degenerate T-junction edge found, fixing... 6648 verts added for T-junctions 64595 total verts 12785 naturally ordered 1398 rotated orders 203 can't order 3 broken (degenerate) surfaces removed --- ClassifyEntitySurfaces --- --- TidyEntitySurfaces --- 168 empty or malformed surfaces deleted --- MakeEntityDecals --- (0) 0 decal surfaces --- MakeEntityMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (1) 14384 total meta surfaces 14126 stripped surfaces 257 fanned surfaces 0 patch meta surfaces 66426 meta verts 38778 meta triangles --- TidyEntitySurfaces --- 14384 empty or malformed surfaces deleted --- SmoothMetaTriangles --- 0...1...2...3...4...5...6...7...8...9... (1) 1740 smoothed vertexes --- MergeMetaTriangles --- 0...1...2...3...4...5...6...7...8...9...WARNING: Flipped triangle: ( -960 -4544 768) ( -1088 -4544 960) ( -1088 -4544 960) (10) 12241 surfaces merged 145196 vertexes merged --- FilterDrawsurfsIntoTree --- 25747 references 13537 (13537) emitted drawsurfs 14126 stripped face surfaces 257 fanned face surfaces 526 surface models generated 0 skybox surfaces generated 0 SURFACE_BAD surfaces 0 SURFACE_FACE surfaces 383 SURFACE_PATCH surfaces 913 SURFACE_TRIANGLES surfaces 0 SURFACE_FLARE surfaces 0 SURFACE_FOLIAGE surfaces 0 SURFACE_FORCED_META surfaces 12241 SURFACE_META surfaces 0 SURFACE_FOGHULL surfaces 0 SURFACE_DECAL surfaces 0 SURFACE_SHADER surfaces 329493 redundant indexes supressed, saving 1287 Kbytes --- FixBrushSides --- --- EndModel --- 284 light entities stripped 47298 BSP planes --- WriteSurfaceExtraFile --- Writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.srf Writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp Storing lightgrid: 0 points Wrote 17.3 MB (18120180 bytes) 138 seconds elapsed 2.5.15 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.15 GtkRadiant - v1.5.0 Jul 8 2004 21:06:11 Kitten confit: It's not just for breakfast anymore! VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/ --- Vis --- saveprt = true Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.prt 833 portalclusters 2227 numportals 3010 numfaces 4454 active portals 388 hint portals visdatasize:93304 farplane distance = 10000.0 --- BasePortalVis (4454) --- 0...1...2...3...4...5...6...7...8...9... (3) 6 average number of passages per leaf 8 MB required passage memory --- CreatePassages (4454) --- 0...1...2...3...4...5...6...7...8...9... (9) --- PassagePortalFlow (4454) --- 0...1...2...3...4...5...6...7...8...9... (17) creating leaf vis... Total visible clusters: 75554 Average clusters visible: 90 Writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp Storing lightgrid: 0 points Wrote 17.4 MB (18213484 bytes) 33 seconds elapsed 2.5.15 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.15 GtkRadiant - v1.5.0 Jul 8 2004 21:06:11 Kitten confit: It's not just for breakfast anymore! --- InitPaths --- VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/ --- Light --- Fast mode enabled Adaptive supersampling enabled with 2 sample(s) per lightmap texel WARNING: Unknown argument "-lowmem" Map has shader script C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/../shaders/q3map2_endor_offense.shader entering shaders/shaderlist.txt entering shaders/blah blah blah Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.srf --- LoadMapFile --- Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.map entering C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.map 288 light entities --- SetupBrushes --- 3964 opaque brushes --- SetupDirt --- 48 dirtmap vectors --- SetupSurfaceLightmaps --- WARNING: Lightmap texture coords out of range: S 54.0273 > 77 || T 125.0091 > 125 WARNING: Lightmap texture coords out of range: S 54.0273 > 77 || T 125.0091 > 125 15196 surfaces 10783 raw lightmaps 1897 surfaces vertex lit 13299 surfaces lightmapped 12582 planar surfaces lightmapped 276 non-planar surfaces lightmapped 441 patches lightmapped 61 planar patches lightmapped --- SetupTraceNodes --- ************ ERROR ************ safe_malloc failed on allocation of 173015040 bytes You can see my lightgrid bounds are much too high. How to I get that lower? I tried using the -lowmem switch but I'm not sure how/if it works and if I put it in the correct spot with correct spelling. I have no idea how one gets a flipped triangle?? Thanks in advance. Link to comment Share on other sites More sharing options...
lauser Posted July 30, 2004 Author Share Posted July 30, 2004 LIGHTGRID?? You mean I have to physically put in a lightgrid to determine it's boundary? Can I put in multiple lightgrids all over occupying player space? And can I clip that boundary to ANY size? Link to comment Share on other sites More sharing options...
Ice Dyn4stY™ Posted July 30, 2004 Share Posted July 30, 2004 How many ram have you got? If you have a areal, which have a lot of complexe brushes and light, try to make that easier... //eit: There is a thread (In german) probably you understand it...=) http://www.darth-arth.de/forum/viewtopic.php?t=1298 Link to comment Share on other sites More sharing options...
Shadow_stone Posted July 30, 2004 Share Posted July 30, 2004 i found the error off a site saying this This error basically means that you’re computer has run out of memory. This could happen at any time during the compile process, but it mainly happens during the vis or lighting stages. Try restarting you’re computer before you compile the map to free up memory. Don’t have any programs / applications running in the background, that you don’t need. Install more physical memory. Make sure you have at least 1GB of virtual memory (swap files). Make some of you’re brushes detail. http://www.gdconnect.com/index.php?mod=MapErrors&op=verr&id=11 thats the site and where did you get radiant 1.5? Link to comment Share on other sites More sharing options...
mslaf Posted July 30, 2004 Share Posted July 30, 2004 What you need is more real RAM or virtual RAM. Set virtual memory to 1/2GB and that should solve the problem. Consider removing “-samplesize 2” in bsp phase. This CAN drastically reduce FPS on your map. also check: WARNING: Unknown argument "-lowmem" Link to comment Share on other sites More sharing options...
lauser Posted July 30, 2004 Author Share Posted July 30, 2004 mslaf, -lowmem is a switch, though I don't know how to use it unfortunately. It's supposed to reduce memory by 50%. As far as RAM goes, I have 1 GIG of it. And my virtual is maxed out. I'll take the -samplesize out and see if that helps...post back later. @Shadow.....Radiant 1.5?? You mean Q3map 2.5.15? Link to comment Share on other sites More sharing options...
mslaf Posted July 30, 2004 Share Posted July 30, 2004 Originally posted by lauser LIGHTGRID??Can I put in multiple lightgrids all over occupying player space? Yes, you can have multiple lightgrid brushes. They will reduce lightgrid computation process during the light stage. If you remember my fearis map, download the source map and check how I did it. Link to comment Share on other sites More sharing options...
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