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3 Dimensional Chat / not so huge BSP crushes the compiler

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CattleRustler
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Location: case modding at overclock.net
Posted: 18th Jan 2004 03:59 Edited at: 18th Jan 2004 04:04
Hi all. Using VHE3.4 and having a problem with this compile. It is not that big of a map and it's only using one texture. Please see the attached log. Maybe I am missing some fundamentals regarding how vhe34 should be set up (other than the zoner tools etc).

this is where the problem seems to start - this part took 20 minutes to compile
Quote: "BuildFacelights:
(14.99 seconds)
visibility matrix : 121.2 megs
BuildVisLeafs:
(1784.77 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption"


full compile log:


thanks in advance for any help.

-RUST-

APEXnow
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Posted: 18th Jan 2004 13:29
CattleRustler, Exactly how big is the map in terms of area size. It's just that the Visibility Matrix is larger than would be expected unless you've got a large open area? Could I have a copy of the .MAP file and the texture to go with it?

Paul.


CattleRustler
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Posted: 18th Jan 2004 19:28
Apex,

Thank you for responding. I was modelling an interior area and had built some staircases and landings. I wanted to test it out so I boxed it in and compiled it. It took forever and you saw the log file. I put the map,rmf,and 2 textures (forgot which one it was using of possible 2 so I included both - and zipped it all up (50k or so))

you can grab it at: http://www.mod2software.com/hugebsp.zip

thanks - I look forward to seeing how much of a bone head I am

-RUST-

APEXnow
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Posted: 18th Jan 2004 20:50
Ok CR, I'll have a bash and see what gives. Also, as a side note. You don't necessarily need to box a map in now if you ensure that the whole map is ungrouped because this has a problem with the compiler. Just ungroup everything first and remove the outer box, unless you're using it for a sky texture or something.

Anyway, I'll give it a whirl.

Paul.


APEXnow
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Posted: 18th Jan 2004 21:44 Edited at: 18th Jan 2004 21:49
CattleRustler,

Ok, problem is that it is just too big. The Rad app doesn't have anyway to split the surfaces up because of large area size. I've managed to compile it into a BSP, http://www.apexnow.co.uk/hugebsp.zip with an added sky texture to the WAD file. Basically re-applied the sky texture to the outer hull of the map which reduced the size from 121megs to around 29meg. It still takes a little while to compile but not as long.

Anyway, download and load it into DBPro to view the file, use the WAD file supplied.

Basically the moral of the story is, reduce the map sizes and try to break the areas up more with walls and doors etc. This basically helps the BSP tree splitting and makes it more efficient.

Hope that helps.

Paul.

[EDIT] Forgot to mention, bang up the ranges on your lights as they don't light the map very well.


CattleRustler
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Posted: 18th Jan 2004 21:53
As always, you are a gentleman to the highest degree - Thank You!

The only reason I boxed it in was I thought I had to to load it in dbp but if that's not the case I can remove the four walls and cieling. It will eventually be an interior space with many walls and small rooms - I just wanted to test it when the staircases and landings were done Thanks and I will give this a go. I will post back here with result good or bad.

Thanks for your time, it is much appreciated
James

-RUST-

APEXnow
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Posted: 18th Jan 2004 21:56 Edited at: 18th Jan 2004 21:58
No prob...

Not sure but another problem in the current version of DB is the fact that the sky texture is no longer transparent. This was perfectly fine in v4.1 but got broke somehow on the later versions. I don't know if this is fixed on actual HalfLife maps when loaded into DBPro but you might want to check this.

Paul.

[EDIT} I do rmember a mention of using the ZHLT.wad file for the sky textures though. Something about the surfaces getting completely removed.

Paul.


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