Work-around on the malloc-error


(Tigris) #1

I’m currently trying to compile a pretty huge map (over 10k brushes) and because of some difficult shaders I have to run the light-compile without anything fancy (like bounce etc), otherwise I get the malloc-error. Now I have read about the lightgrid-shader in the other post, but is it perhaps possible to split your level in regions and let q3map2 compile every region by itself? That way you could actully raise the effective brush-count on levels without losing details in the light-compile.


(ydnar) #2

Get the latest test build of 2.5.5 and use the -lomem switch. That enables low-memory lighting mode, at the expense of performance.

y


(Tigris) #3

Ok, will do- Thanks :slight_smile: