AKPiggott Posted December 11, 2002 Share Posted December 11, 2002 The level compiled as it usually does, then after the final countdown in the light process I got this error message: "Lightmaps exceed max memory (8403296 > 8388608)" Needless to say, after waiting nearly seven hours for the stupid thing to compile, I wasn't the least bit impressed. Anyway I can fix this? I'm using SOF2Map by the way. I don't get this error with Q3Map2 (I get the annoying "nullpolyshader" error instead). Link to comment Share on other sites More sharing options...
Emon Posted December 11, 2002 Share Posted December 11, 2002 1. You need to increase the size of the lightgrid. I forget how, since I no longer need to since Q3Map2 does it automatically. 2. If you need help with Q3Map2, visit the Q3Map2 support forum. I'm sure you can get some good help there. Link to comment Share on other sites More sharing options...
Kengo Posted December 11, 2002 Share Posted December 11, 2002 I had the same problem a while back, heres a link to the thread about it: http://66.250.145.38/showthread.php?s=&postid=828746#post828746 I did manage to solve it eventually, I had to delete all the lights and redo them all, took ages but it did compile fine after that. The thread suggests there are other less drastic measures before redoing all the lights. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 12, 2002 Author Share Posted December 12, 2002 Cheers for the link Kengo. Originally posted by Emon 1. You need to increase the size of the lightgrid. I forget how, since I no longer need to since Q3Map2 does it automatically. I was hoping I wouldn't have to do that, it doubles the compile time. I can't be bothered with Q3Map2, I've tried everything that I've been able to find that will fix it but it does no good. I'll just sod it and use SOF2Map instead. Link to comment Share on other sites More sharing options...
WhiteShdw Posted December 12, 2002 Share Posted December 12, 2002 That "nullpolyshader" error bothers me a lot more really. If you could just fix that, you wouldn't have the lighting problem and you could just use Q3map2. It's alos an error that can happen in SOF2MAP. It would be pretty f*cked up if you got that error later on in your mapping process. Does anybody know what exactly causes that error? Maybe someone should contact Raven about it. Link to comment Share on other sites More sharing options...
Emon Posted December 13, 2002 Share Posted December 13, 2002 There is no other way unless you increase the lightgrid or massivly reduce the amount of lights. You should go to the Q3Map2 support form and ask about it. Ydnar actively posts there, he wrote Q3Map2, so he'll know what to do. I've already taken the liberty to go and post for you. I'll let you know if I find anything out. http://www.splashdamage.com/phpBB/viewtopic.php?topic=554&forum=8&0 Link to comment Share on other sites More sharing options...
AKPiggott Posted December 13, 2002 Author Share Posted December 13, 2002 Cheers Emon. I'd love to get Q3Map2 to work properly, its efficiency will come in very handy. It's just a pain it doesn't work. Link to comment Share on other sites More sharing options...
ydnar Posted December 13, 2002 Share Posted December 13, 2002 Where do you get the "nullpolyshader" error? In-game? Does the map look correct or does it not load at all? Is your map large? Do you have terrain? What version of Q3Map2 have you been using? y Link to comment Share on other sites More sharing options...
AKPiggott Posted December 13, 2002 Author Share Posted December 13, 2002 I've been using the latest version of Q3Map2. This error also persists with a couple of older versions. The level loads OK, but most of the textures appear as solid white or as black with white grids on it. The error message "nullployshader" actually appears in-game in the top left of the screen multiple times as textures are loaded. There are a few terrain patch areas in the game, but the error occurs all over the map. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 13, 2002 Author Share Posted December 13, 2002 I've also deleted all duplicates of "shaderlist.txt", as suggested in other threads. No luck. My level is saved and compiled in the "base\maps" directory. But when I go to play it, I run a mod which has all the model replacements and such in it. Link to comment Share on other sites More sharing options...
Emon Posted December 13, 2002 Share Posted December 13, 2002 Just a hunch, but you could try moving your map(s) to your mod folder as well. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 13, 2002 Author Share Posted December 13, 2002 Well I just this second tried running it without the mod. I get the same error. Let me try your idea Emon, I'll post with results in a moment. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 13, 2002 Author Share Posted December 13, 2002 Just tried it, doesn't work... ARGH! Link to comment Share on other sites More sharing options...
AKPiggott Posted December 15, 2002 Author Share Posted December 15, 2002 I resorted to altering the gridsize and using SOF2Map again. No luck. I get the exact same error message, so the gridsize has nothing to do with the memory. Which is a tad annoying to say the least. I can't compile my level, unless I find a way around it, it's not going to get released. Link to comment Share on other sites More sharing options...
Emon Posted December 15, 2002 Share Posted December 15, 2002 Have you tried copying the textures and shaders of the textures which cause the error into your mod folder and play the level with the mod? Link to comment Share on other sites More sharing options...
Emon Posted December 15, 2002 Share Posted December 15, 2002 It just occured to me that it could be caused by an evil brush or something like that. Have you tried running the bobToolz brush cleanup? And are the textures/shaders you get the error on custom ones or ones from the assets? Link to comment Share on other sites More sharing options...
AKPiggott Posted December 15, 2002 Author Share Posted December 15, 2002 I get it from both custom and Raven ones. I think I may have found the problem. My Q3Map2 BAT file says -fs_basepath "C:\Games\Jedi2\GameData"... I can't help thinking that that should be -fs_basepath "C:\Games\Jedi2\GameData\base"... Think that could be it? Link to comment Share on other sites More sharing options...
Emon Posted December 15, 2002 Share Posted December 15, 2002 Yeah, that's probably it. Why are you even using BAT files? GTKRadiant 1.2.11 has Q3Map2 integrated. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 16, 2002 Author Share Posted December 16, 2002 Compiler works a lot faster without Radiant in the background. It's also quicker to fire up a compile that way. I was wrong about the basepath thing anyway. I tried it with a test map and it worked better with the basepath as "gamedata" than "gamedata\base". I also tried the brush cleanup, it got rid of lots of invalid planes and such, but didn't do anything to stop the error. Link to comment Share on other sites More sharing options...
WhiteShdw Posted December 16, 2002 Share Posted December 16, 2002 I don't know if this has been said before, but most MP maps that also have this problem have used multiple directories for custom textures and multiple shader file. When Shadriss and I were working on DoTF .v2 I made sure I put every single custom texture in one directory and one shader file. And that map does work in SP. And I compiled it with Q3map2. I don't know how you structured your pk3, but this may be a solution. It looks to me that Raven might have also done this, because some textures appear in multiple texture directories. So if everything else doesn't work, try that. It will be a hell of a lot of work. Link to comment Share on other sites More sharing options...
WhiteShdw Posted December 16, 2002 Share Posted December 16, 2002 Oh yeah, and if you used non-custom textures from different texture directories, that might be a problem as well. Maybe the SP engine doesn't like using 3 or 4 different texture directories and shaders for SP maps. All the Raven maps probably used only one Texture dir and shader file. You might have to copy some stuff over to your own texture directory even if it's not custom. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 16, 2002 Author Share Posted December 16, 2002 You could be right, but it doesn'y explain why I don't get the error in SOF2Map. I tried compiling with Q3Map2 directly from GTKRadiant (it uses different extensions to my BAT). Instead of this error, the level refused to load and a dialogue box came up saying "SV_SetBrushModel: NULL". I just can't win. I've worked long and hard on this level, it's just shaping up to be really good and it looks like I'm going to have to scrap it. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 16, 2002 Author Share Posted December 16, 2002 I've just written a new BAT based on the command lines in the GTKRadiaint porject settings window. Can somebody who knows more about Q3Map2's extensions tell me whether it looks right or not? @echo off "C:\Games\Jedi2\GameData\Radiant\q3map2.exe" -v -fs_basepath "C:\Games\Jedi2\GameData" -fs_game base -game jk2 -meta C:\Games\Jedi2\GameData\base\maps\crasher1.map "C:\Games\Jedi2\GameData\Radiant\q3map2.exe" -fs_basepath "C:\Games\Jedi2\GameData" -fs_game base -game jk2 -vis -saveprt C:\Games\Jedi2\GameData\base\maps\crasher1.map "C:\Games\Jedi2\GameData\Radiant\q3map2.exe" -v -fs_basepath "C:\Games\Jedi2\GameData" -fs_game base -game jk2 -light -fast -filter -super 2 C:\Games\Jedi2\GameData\base\maps\crasher1.map Pause Link to comment Share on other sites More sharing options...
AKPiggott Posted December 16, 2002 Author Share Posted December 16, 2002 Ahhh... I may have found the cause to the shader error. According to the log, the compiler is taking in 2 "shaderlist.txt" files. I'm confused because I've already been over the folders and PK3s time and time again looking for a duplicate shaderlist and have not yet found one. There must be one somewhere there. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 16, 2002 Author Share Posted December 16, 2002 This is weird. I deleted the one shaderlist that I knew of, and now the compiler can't find any shaderlists. Link to comment Share on other sites More sharing options...
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