AKPiggott Posted December 20, 2002 Author Share Posted December 20, 2002 Well to be honest the level looks the same to me as it did before. Framerate has also improved slightly. Link to comment Share on other sites More sharing options...
Evader Posted December 20, 2002 Share Posted December 20, 2002 quote: -------------------------------------------------------------------------------- MAX_MAP_LIGHTING Specifically. The "LIGHTING" part of MAX_MAP_LIGHTING refers to the lightmaps created for the map. Lightmap images are created by the third stage of the compile.. either by -light using the old light-tracing algorithm or -vlight using MrElusives Volume-casting light algorithm thingy. Each Drawable Polygon surface has lightmap texture coordinates created for it by the first stage of the compile. The third stage creates the actual lightmap images for each surface, and all of these images are squeezed onto 'pages', with multiple lightmap images on each page. Each of these pages is 128*128 pixels in size, enough to cover 2048*2048 units of brush surface at the standard lightmap resolution (16*16 units per pixel). There is an upper limit on the number of lightmap pages that can be crammed into the BSP.. probably about 4mb. That works out to about 80 pages of lightmaps, which is quite a lot of surface area.. If all the sections of your maps compile fine individually, then it must be that the lightmap pages created for the combined map are greater than this limit. There are two solutions to this problem: 1: easy but lower quality, use 32*32units per LM pixel resolution. q3map -samplesize 32 mapname q3map -vis -saveprt mapname q3map -vlight -samplesize 32 mapname 2: more difficult but much better result, reduce the total surface area of the drawable polygons in the map. This will reduce the number/size of the lightmaps, reducing the number of lightmap pages created, reducing the total size of the lightmaps in the .bsp. Drawable polygons are created for a surface even when that surface is hidden by a detail brush. Apply textures/common/caulk to these surfaces, or delete them entirely if they are patches. Drawable polygons are also created for surfaces that are only partially hidden by structural brushes - and, providing that the drawable polygon is convex, parts of it may still be hidden behind structural brushes, taking up extra lightmap area. If there is a significant amount of the area on a surface hidden by a structural brush, split the surface up until only the visible part exists. Link to comment Share on other sites More sharing options...
AKPiggott Posted December 21, 2002 Author Share Posted December 21, 2002 Heh.. that's funny Evader, that's the same source that I read from after I searched the web a bit. It does lower quality, but you can hardly notice it. Link to comment Share on other sites More sharing options...
Evader Posted December 21, 2002 Share Posted December 21, 2002 If you say so... I didn't dare even to try, I kinda hoped I could raise my resolution to 8X8 or even 4X4... But it ain't gonna happen'. Would you be kind just to remind me, how do you change samplesize? In worldspawn or in q3map2 command line? Link to comment Share on other sites More sharing options...
AKPiggott Posted December 21, 2002 Author Share Posted December 21, 2002 In the command line. Simply add "-samplesize 32" or whatever size you want it to be. Link to comment Share on other sites More sharing options...
Evader Posted December 22, 2002 Share Posted December 22, 2002 OK, thanks. I hope I won't have to. q3map2 compiled without error all of a sudden. Link to comment Share on other sites More sharing options...
tarafudge Posted December 25, 2002 Share Posted December 25, 2002 Originally posted by AKPiggott 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. Ive heard of your problem nowhere, maybe you need to use the lowmem bsp compile, i doesnt change the quality it just takes allitle longer. Make sure its low memory not the less momory option. I hope this works for you...! Link to comment Share on other sites More sharing options...
Emon Posted December 28, 2002 Share Posted December 28, 2002 AK, there are new posts in the thread over at the Q3Map2 forums... Have you seen them yet? Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.