well, I’m sure the problem is just that I’m using unreasonable compiler switches on my maps, which are gigantic as they are geometrically complex.
Here’s one of my projects I’ve done:
http://sirventolin.webs.com/razztazzmagoria.htm
The Checker-board pattern present in all of my maps is done by taking four brushes, two with one texture, the other two with a different texture, and I just copy that all over the floor surfaces of the map which results in brush counts in excess of 35,000 in the case of razztazzmagoria 2. I realize from an engine standpoint, this isn’t good in any dimension (it tends to make the bot ai compiler go nuts) but I like the sharpness and clarity of the edges that wouldn’t be possible if I just used one big brush with a checker board pattern instead. This was intentional, I knew it’d murder my compile time and have an impact of the kinds of things I could really stress in both quake 3 and the map compiler.
In my most recent project, CorePanic, I was able to achieve really stunning visuals by compiling with the -patchmeta switch, but I was starting to run into MAX_MAP_DRAW_INDEXES or something like that, so I had to compile without patchmeta, which really took the thunder out of the visuals in that particular map, to me anyway, but I was trying to meet a Halloween deadline, so I didn’t wanna mess with it too much.
The final product looks like this:
http://sirventolin.webs.com/corepanic.htm
What I’ve been doing recently is globally increasing the detail of the lightmap size, compiling without -fast, and throwing in things like -bouncegrid and -bounce 12, I know a lot of people can’t tell if these were ever turned on or not when they see the final map, but from my standpoint, working with the same maps for weeks at a time and having to see the same lightmaps all the time, using those settings makes a very visible difference to me.
I already went to the trouble of buying a computer specifically for q3map2, which is a 6-core system overclocked to 4.4GHz and it’s been working wonders for my compile times, even with my ridiculous switches being given to the compiler.
So, basically I know that the reason I’m hitting these max limits and ceilings are my own fault, but they’re also an intentional part of the design. For example, you’ll notice in CorePanic, I have arches and what might look like patch-mesh bevels/curves. They’re not. That’s all solid brushwork I did by hand simply because when I used the curves, they never compiled right, the lightmaps always came out wrong, and -patchmeta wasn’t fixing it, nor was any guide I could find on using patches within Radiant (Gtk or Net Radiant, I tried both) So my choices were to use the more compiler-friendly and quake 3-friendly patches and have them look wrong, or to replicate the triangles into brushes to arrive at the exact result I was hoping for.
I do a million little insane things to try to make my maps look a little nicer, they really tax my system and the compiler…and quake 3, but the end result looks really good, and in a lot of cases I get comments like “I didn’t think quake 3 could look like that” which is what I’m really shooting for in the end, which is why I’m always in this forum, I’m trying to push the visual limits intentionally.
So now, when I see the compiler is telling me I’m out of memory, it’s because what i’ve given it to do is way more than it was intended to handle, but…that’s also on purpose.
Would it work with 16GB of ram?
Thanks.
******edit
I wanted to note, all of the maps I’ve made so far have been done at least in part because of the help you’ve given me this year. I couldn’t have done a ton of that stuff without the help I got here, more specifically from you. Thanks again for all of the help you’ve given!