ERROR during compiling process (huge amount of detail!!!)


(Lutex) #1

HI,
I currently working on high detail map. My *.map file has a size of 3.74 MB. So far I have one huge room with 8 pillars. Each pillar consists of 664 brushes plus some other stuff so that this adds up to a net brush count of 5187 brushes. I placed 40 lights in this room, which has a length of 3264 grid units and a width of 1776. By the way, I’m compiling this map for SOF II. My sof2.bat file looks this:

“C:Program FilesSoldier of Fortune II - Double Helixbasemapsq3map2.exe” -fs_basepath “C:/Program Files/Soldier of Fortune II - Double Helix” -game sof2 -meta -v -samplesize 2 -flares -rename “C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/test.map”
“C:Program FilesSoldier of Fortune II - Double Helixbasemapsq3map2.exe” -fs_basepath “C:/Program Files/Soldier of Fortune II - Double Helix” -game sof2 -vis -fast “C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/test.map”
“C:Program FilesSoldier of Fortune II - Double Helixbasemapsq3map2.exe” -fs_basepath “C:/Program Files/Soldier of Fortune II - Double Helix” -game sof2 -light -v -patchshadows -smooth -samplesize 2 -super 4 “C:/Program Files/Soldier of Fortune II - Double Helix/base/maps/test.map”
Pause

Also I have the lightmapscale key in the worldspawn set to 0.1.
When I start the compiling process the following errors occurr after a while:

ERROR**
MAX_MAP_VISIBILITY exceed

and later on:

**ERROR
— SetupSurfaceLightmaps —
safe_malloc failed on allocation of 609024 bytes

If I only compile one pillar or two in this room everything works fine. So from what I understand, the amount of detail is too huge to be calculated or my system is not good enough (1.7GHz, GeForce2 Go, 256 SD-RAM) to compile this map. The *.bsp file that is created is 13.2 MB in size and I can load the map although the compiling process was aborted. Of course, there are no lightmaps, but that works. OK, now my question: What do I have to do to compile my map correctly? Reducing the brush count or much lower compile settings are NOT an option!
Thanks a lot in advance!

Lutex


(ydnar) #2

Your map, combined with the compile settings, is too complex to compile on any system that Q3Map2 runs on. It would simply use too much memory.

Build your column as a model in Max or Milkshape and import it as a misc_model.

The combination of -samplesize 2, _lightmapscale 0.1 and -super 4 is just, well, stupid. Get rid of all of that.

Cheers,
y


(Lutex) #3

If someone wants to have a look at this pillar there u go:
http://www.quake3world.com/ubb/Forum6/HTML/024146.html