Author Topic: Argh Rad takes to long to compile  (Read 1767 times)

Narga

  • 68 Carbine
  • Posts: 401
Argh Rad takes to long to compile
« on: January 27, 2011, 08:51:58 PM »
I compile the map but when it gets to the point when it says "world light" (or something like that), it takes 1/2 an hour or more to finish, the 1st time I did it, I had enough patience to wait until it finished. when it finished it said there was an error.

Chef-Killer

  • Map Committee
  • Autococker
  • Posts: 1312
Re: Argh Rad takes to long to compile
« Reply #1 on: January 28, 2011, 04:34:33 AM »
For a complex map 30 minutes isn't that much time. The export can take hours.

There're also different kinds of errors, it would be helpful if you could post the error message and the compile you used here.

Narga

  • 68 Carbine
  • Posts: 401
Re: Argh Rad takes to long to compile
« Reply #2 on: January 28, 2011, 04:29:50 PM »
Here's what the compile window said:


E:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp mayhem_prairie_uc

E:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 mayhem_prairie_uc
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to E:\bsp\pball2\quake2\pball\
entering E:\bsp\pball2\quake2\pball\mapfiles\mayhem_prairie_uc.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
writing E:\bsp\pball2\quake2\pball\mapfiles\mayhem_prairie_uc.prt
Writing E:\bsp\pball2\quake2\pball\mapfiles\mayhem_prairie_uc.bsp
    0 seconds elapsed

E:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\vis mayhem_prairie_uc

E:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qvis3 mayhem_prairie_uc
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading E:\bsp\pball2\quake2\pball\mapfiles\mayhem_prairie_uc.bsp
reading E:\bsp\pball2\quake2\pball\mapfiles\mayhem_prairie_uc.prt
  64 portalclusters
 112 numportals
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
Average clusters visible: 64
Building PHS...
Average clusters hearable: 64
visdatasize:1540  compressed from 1024
writing E:\bsp\pball2\quake2\pball\mapfiles\mayhem_prairie_uc.bsp
  0.0 seconds elapsed

E:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 mayhem_prairie_uc
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------


E:\bsp\pball2\quake2\pball\mapfiles>..\..\util\arghrad -gamedir E:\bsp\pball2\quake2\pball -chopcurve 128 mayhem_prairie_uc
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to E:\bsp\pball2\quake2\pball\  (game pak dir)
 -chopcurve set to 128.0  (curve surface patch size)
----- Load BSP File -----
reading E:\bsp\pball2\quake2\pball\mapfiles\mayhem_prairie_uc.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (3141)
0...1...2...3...4...5...6
************ ERROR ************
Memory allocation failure

E:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap mayhem_prairie_uc

E:\bsp\pball2\quake2\pball\mapfiles>copy mayhem_prairie_uc.bsp E:\games\paintball2\pball\maps\inprogress
        1 file(s) copied.

E:\bsp\pball2\quake2\pball\mapfiles>E:

E:\bsp\pball2\quake2\pball\mapfiles>cd \games\paintball2

E:\Games\Paintball2>pause
Press any key to continue . . .

Chef-Killer

  • Map Committee
  • Autococker
  • Posts: 1312
Re: Argh Rad takes to long to compile
« Reply #3 on: January 28, 2011, 05:11:42 PM »
Hm...never seen this error before. Seems like this is a small map that couldn't be that complex.

Can you post the .map file, too? I'll try to find out what's wrong with the lighting then.

Narga

  • 68 Carbine
  • Posts: 401
Re: Argh Rad takes to long to compile
« Reply #4 on: January 28, 2011, 10:46:04 PM »
Hm...never seen this error before. Seems like this is a small map that couldn't be that complex.

If that is the case, then posting the map might be a waste of time. I got very eager for creating my first map to post on the forum, that I decided to work on a much smaller project. Eventully, I got bored. So, I created a big brush that was just a large, flat prairie, placed sky brushes around the prairie, set the sky to riverscape1, set the settings to the ones in the help menu for worldspawn (for aghrad), and compiled using qbsp vis rad. I noticed it took really long and I thought there was a problem. Just to make sure, I wated for the compiler to finish, and I saw an error message not knowing it was because my map was to non-complex.

Spook

  • Autococker
  • Posts: 2542
Re: Argh Rad takes to long to compile
« Reply #5 on: January 29, 2011, 07:23:54 AM »
How much RAM does your computer have?

Narga

  • 68 Carbine
  • Posts: 401
Re: Argh Rad takes to long to compile
« Reply #6 on: January 29, 2011, 11:32:42 AM »
How much RAM does your computer have?

1 GB.

Spook

  • Autococker
  • Posts: 2542
Re: Argh Rad takes to long to compile
« Reply #7 on: January 29, 2011, 01:54:24 PM »
That's why, your computer sucks.