So it seems these days I can't map without hitting a limit of some sort.
My level is very detailed. I've got a lot of patches, models and func groups with silly hi res lightmaps .
I intend at some point to use some external lightmaps, but I've already hit this limit .My question for idtech experts is how can I get around it? I thought about making my patch structures models..but do you think I will still hit the memory limit? Would lowering the lightmap scale and using external lightmaps work? Would just compiling with lomem be the answer.
I'm in no rush, but I didn't want to spend two weeks heading in one direction, only to hit a wall again .
hunk alloc error compiling lighting with patchshadows
Re: hunk alloc error compiling lighting with patchshadows
Turn your patches into models. Use vertex light on most of them, like all your railing that is outside for example. I guess those are patches?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Re: hunk alloc error compiling lighting with patchshadows
Send me the map and I can fix it 

Re: hunk alloc error compiling lighting with patchshadows
Sounds like a Italian auto Mechanic.
Re: hunk alloc error compiling lighting with patchshadows
..soo Good!KittenIgnition wrote:Send me the map and I can fix it

Reminds me on the Q3Map2Build Option:
-MakeMyMapNotSuck
Hehe

Die Vitamine sind in der Dose gefangen!!!
Re: hunk alloc error compiling lighting with patchshadows
The limitations of the old engine are quite irritating at times.
I can compile with lomem AND patchshadows, assuming I've got two days to wait for lighting to finish, then to discover I've a misaligned texture somewhere.
I did a quick test with the railings modeled, only to discover the smoothing is broken. I guess I need add a shader script for the texture. At least then maybe I can UVWmap the texture more correctly.
I think I need to go back through the entire level and turn all of my patch geometry into models. I've got quite bad LOD tearing in a few places, and I can't fix it with patchmeta because that breaks q3map2 as well.
Models it is then....this project takes longer and longer and longer.
I can compile with lomem AND patchshadows, assuming I've got two days to wait for lighting to finish, then to discover I've a misaligned texture somewhere.
I did a quick test with the railings modeled, only to discover the smoothing is broken. I guess I need add a shader script for the texture. At least then maybe I can UVWmap the texture more correctly.
I think I need to go back through the entire level and turn all of my patch geometry into models. I've got quite bad LOD tearing in a few places, and I can't fix it with patchmeta because that breaks q3map2 as well.
Models it is then....this project takes longer and longer and longer.
Re: hunk alloc error compiling lighting with patchshadows
I like those limitations, I like to work with that, you can make it look pretty good anyway. I have over the years decreased my compile times even if the levels got better looking with more details, not only because I have bought new hardware, but also because I've learn to optimize both in the compile and build stage.
The compile times on rustgrad, final compile was ~1700 sec, that is with 100 (stops at 8) bounces. That level has lightmaps on a lot of things, from trees to ivy, railway tracks etc. The idea is to play around with mixed vertex light and lightmaps and to use the _cs and _rs entries well.
The compile times on rustgrad, final compile was ~1700 sec, that is with 100 (stops at 8) bounces. That level has lightmaps on a lot of things, from trees to ivy, railway tracks etc. The idea is to play around with mixed vertex light and lightmaps and to use the _cs and _rs entries well.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: hunk alloc error compiling lighting with patchshadows
Yep yep, you are right . I've not thought enough about optimizing lighting . I've thought for too long that lighting was serendipitous . I optimize vis, aas creation, but I've not thought enough about lighting.
Re: hunk alloc error compiling lighting with patchshadows
There's only one problem with using models, entity lights don't properly light up models, with or without the forcemeta flag on (from my experience anyways, a lot of maps I have are made completely out of models)dONKEY wrote: Models it is then....
[b]CAPSLOCK IS ON[/b]
Re: hunk alloc error compiling lighting with patchshadows
I finally got some time to look at this map again. Thanks for input Hipshot. Func_group ing patches and switch shadows on and off fixed my issues, and optimized the light compile . I think I may actually be able to release this soon.