realloc() failed (IncDrawVerts) !!!!!


(Nartur_Melfalas) #1

Hi! I created a very large map and I used lots of detail brushes.But the light compile time became very very long (I mean after 4 days it has still a lot to go) so I transformed the whole map into structural (because I have a limited time to study brush by brush) but while in bsp process I got this error:

************ ERROR ************
realloc() failed (IncDrawVerts)

what should I do?Please help I have a very limited time.


(thegnat) #2

oO

Turning detail brushes into structural never helps you saving light-compile-time, AFAIK.
Instead it forces q3map2 to add too many VIS nodes and that rockets your bsp size…
You can try to compile your map with -notjunc to “save” vertexes, but I dont recommend that. I have no idea how to lower light-compile-time, but maybe someone else can help you out there. Good luck!


(carnage) #3

when you compile are you using the -light faster or the 8 bounce lighting, 8 bounce lighting looks lots better but with thight faster the light just lights the surfaces where light hits but with light bounce the light hits a syrface and bounces then bounces again so you end up with loads more calculations adn take way longer. and you could try reduce the number pof lights in your map.

this is a stupid question but some noob mappers do it, have you used ambient light or are you just relying on light entites to light you map?


(ratty redemption) #4

are you using region compiles? if you don`t have to test the whole map at once then regions will save a lot of time.

also try using just the basic light switches -light and -fast, and leave out any -samples or -bounce switches unless you really need to test those.

another time saver would be to raise your lightmap scale in worldspawn and any func groups, so every lightmapped surface compiles with less detail… the smaller the value the more samples are used so the longer compiles take.

and I agree with thegnat, don`t use more structural brushes then you need to block vis with, as they will just waste your vis time and bloat your bsp.


(carnage) #5

making the detail brushes structural wont help your compile time as you will be working out lots more vis portals.

always the thing that takes me the longest is light compiling, its a bitch there is little to do about it without making your maps lighting less spectacular