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BSP Error: "Lightmaps exceed max memory"


AKPiggott

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Originally posted by AKPiggott

You could be right, but it doesn'y explain why I don't get the error in SOF2Map.

 

That is weird indeed. But it is an error that also occurs in Sof2map. LDJ used Sof2map for his original DoTF map and it had the same problem.

 

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.

 

Before you do that, would you mind giving me a crack at it? I really want to get this problem solved.

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Glad to see you got it working, hopefully. :)

 

And yes, never ever scrap your work because you can't get it to compile. ALWAYS give it to one or more people and let them try it out first. Wouldn't want to loose something that works perfectly.

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I found out what it is. It is when you have a brush that has 0 thickness. I think this problem was generated with the bobtools crush cleanup "fix".

 

Luckily, I was able to find a backup of my level that GTKRadiaint created shortly before I ran the brush cleanup. That was very lucky, I thought the level was completely screwed for a moment.

 

Vis compile with this week old version of the level is taking unusually long. I recently went and converted a load of structural brushes to detail brushes, so the backup was probably created before then.

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Damnit. I compiled it and still got the same shader error. It can't be the BAT then.

 

However, I discovered that the brush cleanup wasn't causing the null brush error (it was something else that I can't be bothered to explain). So I'll see if compiling after cleanup helps.

 

Also, what extensions can I use to speed the "vis" up? With Q3Map2 it takes over 5 hours, with Sof2Map it takes about 2 hours.

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Q3Map2's BSP and vis stages are more complex and create better output, so they take longer. Meta and patchmeta, which reduce surfaces over the map by merging surfaces and that sort of thing slows it down, but the BSP in the end is better.

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Cheers everyone.

 

I just compiled it after running the brush fix. Guess what happens when I run it? NullPolyShader.

 

OK to sumarise, my level compiles OK with Sof2Map (disregarding the memory thing). It used to compile OK with Q3Map2 until about 6 weeks ago, this suggests an error in the map, but this error doesn't seem to bother Sof2Map. There is absolutely nothing wrong with the file structure of my textures or anything. I can confirm that. It's something in the map that has done it. Anyone got any suggestions as to what that could be?

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It's not a specific Q3map2 error. It can happen with Sof2map as well. Maybe you would have gotten it with Sof2map as well if you didn't get the memory error.

 

I think you should just contact Raven about it. They should know about it.

 

Anybody know how to contact them?

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No it's Q3Map2 specific. I've been getting this error for a while now, but I just stopped using Q3Map2 and used Sof2Map instead. I didn't get the error with Sof2Map and I was quite happy using it, until I got the memory error.

 

Here's a picture of the error in all its glory:

 

8931.jpg

 

The "NullPolyShader" message is constantly appearing in the top left hand corner. Hasn't come out on the screenshot though.

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I know you only have it with Q3map2 in this case, but it's not a Q3map2 only problem.

 

This is what I get when I load LDJ's episode1 map into SP. And I'm 100% sure that it was not compiled with Q3map2, because I explained him how to use Q3map2 when he was working on his Carbon Freeze 2 map.(which also has the null poly shader error btw :)) And he made Carbon Freeze 2, 2 maps after Episode 1.

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GREAT NEWS!

 

I looked up on the memory error with SOF2Map and I found that changing the samplesize in the command line should help. And it did, bloody marvellously in fact. The level compiled brilliantly and in just over two hours too. So until another fatal error comes along, I think I'll stick with SOF2Map.

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But wouldn't changin' samplesize degrade the light resolution in map? I struggle with the same problem and what I'm tryin' to do is degrade the samplesize only on some big areas through the shader script. I'll let you know if I make it right.

That is, if you're interested...

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