Digital Paint Discussion Board
Development => Mapping => Topic started by: Narga on November 23, 2012, 11:42:05 AM
-
I knew I had a similar problem before, but I built a new computer with 8GB of DDR3 RAM. The compile log is attached to this post.
-
Whatever you're doing might be using more than 2 gigs of memory.
-
Whatever you're doing might be using more than 2 gigs of memory.
According to my desktop gadget, When I compile the map I'm using about 50% of my RAM and 100% of my CPU.
-
How much ram do you have?
-
How much ram do you have?
See OP.
8GB of DDR3 RAM.
-
Sorry, missed that.
The lighting is a 32bit program, which means it can only utilize 2 or 4 gigs of memory. If you're using 50% of your memory, you're at the absolute limit of what a 32bit program can access, thus the memory allocation will fail. Not sure what you're doing that would require that much memory, but... you're going to have to change something in your map so it can be lit.
-
Sorry, missed that.
The lighting is a 32bit program, which means it can only utilize 2 or 4 gigs of memory. If you're using 50% of your memory, you're at the absolute limit of what a 32bit program can access, thus the memory allocation will fail. Not sure what you're doing that would require that much memory, but... you're going to have to change something in your map so it can be lit.
The room is a simple box. Maybe it's a big box.
Edit: I did a final compile (high quality) on the sample map and it compiled successfully faster than I could blink my eyes!
-
Do you have the textures scaled way down or something? Note that the texture scale also affects the lightmap scale.
-
Do you have the textures scaled way down or something? Note that the texture scale also affects the lightmap scale.
No, I'm pretty sure I got the compile error because the room was too tall. I made it shorter and it compiled successfully.
-
For very large areas, you should consider scaling up your textures.
A) It makes the texture repeating pattern less noticeable.
B) It cuts down on the lightmap resolution so its possible to compile large maps.
C) It cuts down on how much the map is broken up, reducing r_speeds.