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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: HUGE HL2 Map not compiling properly.
robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Thursday, Apr. 7, 2005 10:06 pm
So, I've been working on a huge map and when i compile nothing seems right. No alpha blending, the entire map is fullbright, i cant see my scripted dynamic lights(may be the result of my [puke] scripting or from the fullbright). The only real error that i can find in the compile log is "Error trying to allocate 134217728 bytes." this seems strange because i have 1 gig of ram, 2 gig of swap and even when i raised my swap to 6+ gig I still got this error. additional info can be founs on another topic I started http://www.facepunchstudios.com/forums/showthread.php?t=17310 (the origional problem of the 50 mb .bsp size is gone, but may be related to the loss of the lighting)
please help, i have a lot of trouble with compiling in hammer [banghead]
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Darkone
General Member
Since: Dec 1, 2001
Posts: 156
Last: Jun 30, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Friday, Apr. 8, 2005 01:27 pm
Anywhere where your player will never be fill with a playerclip brush and see if that helps any....
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Friday, Apr. 8, 2005 09:22 pm
Darkone writes...
Quote:
Anywhere where your player will never be fill with a playerclip brush and see if that helps any....

It did not work.
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J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Saturday, Apr. 9, 2005 01:42 pm
I had a look at your VMF on the other post and all I can say is maybe cut down on the size of your map that the players will not see.
Like behind the terrain cut out all the water the player can not use or make it like your name a donut and slope the sky in so it cuts down on all that dead space the player can not get to.
I made a test map to see if it would help it is 50227427 square feet [7232749568.00 square inches]
4 displacements
16183513 square feet [2330425856.00 square inches]

huge it took up most of the editor and on my slow pc it took 6 hours, 27 minutes to run on normal my pc spec is AMD1800 (1533mhz) 512 pc133 ram (snail speed) if you have a look at that it might help you reduce your compile time a lot.
If you run the bigtest2.vmf get in to the airboat you can all most fly down in that it will take a minute or 2 to hit the water I was going to try on your vmf to see if it would work but clipper crashes hammer for me and it would take me so long to redo it I just made a test map to try it out to save time.
There is also a sky test map in there to show what I am trying to say as I found this way helps a lot in the past.
I do think if you cut out all that dead space behind your terrain it will help compile time and your fps 1 last thing you did not have a water lod control in there.

http://www.swampyg.pwp.blueyonder.co.uk/bigtest2.zip
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Saturday, Apr. 9, 2005 10:02 pm
i just had to do a reinstall of windows so it may be a little while before i can test that new .vmf, but before i reinstalled, i tried to compile my version from a batch file i wrote instead of through hammer, and it completely compiled the map, but when it got to the point where it should write the .bsp it said "File Write Failed" or something like that.
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Tuesday, Apr. 12, 2005 09:01 pm
Ok, I rebilt my whole skybox and lowered the resolution of my lightmaps and the map compiles properly now. I have 2 new problems 1 lines are created at the seams between displacements (possibly due to smaller lightmaps) and on my scripted lights i get hundreds of errors about max light styles on surface so i enclosed them with a light blocking brush, exposing only the surfaces i want affected by the light, then when i test my scripted light i cant see anything, it is just black.
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Tuesday, Apr. 12, 2005 09:09 pm
is there a way to turn on and off dynamic lights?
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J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Tuesday, Apr. 12, 2005 11:37 pm
I don’t think you can toggle dynamic lights only spot lights and plan lights I think the dynamic lights are only so you can attach them to ropes so they will swing and things like that here is a small test room with a spot light in for those that want to se how to turn them on and off with a basic trigger.

triggerlight1
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Wednesday, Apr. 13, 2005 09:18 pm
with spotlights i still get the same "WARNING: Too many light styles on a face (6610,-448,-1949)" error
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