HI,
The hunk is where all of the resources, shaders, lightmap, lightgrid etc are loaded into the engine, if any one of these sends the game over it’s default limit of 56MB, it will drop out and report the size of the last block of memory that it tried to allocate. This number won’t really mean much to you because it’s just an abitrary amount which the engine tried to allocate and sent it over the limit.
There are a few things you can do to reduce this data:
gridsize
Use the gridsize key in worldspawn to scale the lightgrid (entity lighting).
I’ve found this to be quite usefull for wide open areas, as you will not usually see a difference with this scaled to low resolution.
It’s value is three numbers representing the scale in X Y Z,
default is 128 128 256
try 256 256 512
_lightmapscale
You can use this on func_groups or even in the worldspawn, if you have a large map, I’d suggest using 2.0 in worldspawn.
COM_HUNKMEGS
If all else fails and you just want to get the damned thing to load, the easiest way is to allow rtcw to allocate more memory for the map by using the com_hunkmegs command with number of meg to use eg:
Goto Console by pressing ~tilde and type
\COM_HUNKMEGS 64
Then restart rtcw and try loading the map again, however it’s not a good idea not to go over 3/4 of your available memory in the system and if you plan on distributing the map to others, this would need to be set on their systems too, which people don’t usually want or know how to do.
edit: I think having fastgrid when you also have light fast, won’t really do anything since light fast should enable fast on the lightgrid by default, I could be wrong tho?
Hope that helps,
Codey
Wolfyv0.2