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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Memory allocation on compile
DarthBrooks
General Member
Since: Nov 24, 2005
Posts: 76
Last: Jun 14, 2007
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Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 04:12 am
I have a large outdoor map I'm trying to compile and I keep having difficulty related to memory usage. It slows down and then hangs up on FS as memory runs dry. It's not a memory issue with my computer, I have plenty. The compiler is running out of memory because it doesn't allocate enough for what it's doing.

Is there a command to make it allocate more memory?
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amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
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Level 5
MODSCON
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 04:29 am
How much memory do you have?

Mine usually uses about 768MB/3GB. Maybe just setting the priority to "above normal" would work.

Press "ctrl alt delete".
Goto processes tab.
Find the compiler program and Rclick on it.
Then goto priotity and click on above normal.

Try that.
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DarthBrooks
General Member
Since: Nov 24, 2005
Posts: 76
Last: Jun 14, 2007
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Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 05:07 am
It's not a setting I can make from the outside. The compiler itself isn't asking for enough memory. I need to be able to set an amount that it allows itself to use.
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amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
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Level 5
MODSCON
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 05:30 am
I looked through the docs and found nothing so this is out of my grasp here.

To help others though, how much memory do you have and where EXACTLY does it freeze?
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DarthBrooks
General Member
Since: Nov 24, 2005
Posts: 76
Last: Jun 14, 2007
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Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 06:36 am
Anywhere from 48 to 64 %. But more importantly, when the compile is using close to 1.91 g of memory.
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
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Level 6
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 06:59 am
Maybe try checking the -blocksize option.

-blockSize = Grid size for regular BSP splits; 0 uses largest possible.
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DarthBrooks
General Member
Since: Nov 24, 2005
Posts: 76
Last: Jun 14, 2007
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 01:37 pm
I'm trying to get sharper shadows. The current shadows get very pixaleted when you get close to defining the edges. I'm hoping that if you go under 1 in the the samplescale that the edges with be closer to a true shadow.

I've managed to use 2 in the samplescale box on the compiler - that works fine. But any finer setting sloooows down and then stops.

I realize I may be looking at this wrong. Is there another way to get a sharper, less pixelated shadow, one that is true to the models used?
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
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Level 8
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 03:39 pm
im not sure if this will work, but in radiant u can try going into light map mode (shift + L) and shrinking the scale of the lightmap textures where your sadow will be. That is, select the face where the shadow will fall, open the texture settings, and change the stretch from 16 to like 6. See if that works, as it is in theory making the lightmap smaller and more detailed in that specific area.
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Carcass26
General Member
Since: Mar 9, 2006
Posts: 205
Last: Dec 9, 2009
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Level 4
MODSCON
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 09:02 pm
={W}=DEVIL
Quote:
im not sure if this will work, but in radiant u can try going into light map mode (shift + L) and shrinking the scale of the lightmap textures where your sadow will be. That is, select the face where the shadow will fall, open the texture settings, and change the stretch from 16 to like 6. See if that works, as it is in theory making the lightmap smaller and more detailed in that specific area.


Does anyone know if this actually works, it would be helpful for my current projet.
Thanks
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 13, 2006 09:54 pm
i know it works when applying light to it, it makes the light a bit more detailed looking on the wall, but I dont know how it reacts with shadows. Give it a shot and see what happens.
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