Near final compile errors. Please help Created 15 years ago2009-03-04 21:58:11 UTC by Fonzie Fonzie

Created 15 years ago2009-03-04 21:58:11 UTC by Fonzie Fonzie

Posted 15 years ago2009-03-04 21:58:11 UTC Post #263769
I am getting the Allocblock full error when i load the game. I switched to software video mode and the map loaded fine which from what ive read means its an error caused by the rendering of textures done in the opengl mode. Sadly everything I have read is very frank and doesnt really give me a good idea of what to look at in order to fix the problem. I am also finding that the .bsp is alot larger than I would expect it to be. I mean i've played maps that have got to be larger than mine, yet the .bsp is half the size. Since this is my first map and i was learning the ropes on clipping and everything there are alot of brushes that look fine ingame but im sure would give experienced mappers a heart attack if they saw. I will admit I am not good at knowing the textures and the do's and dont's of textures (what textures not to put on what brush/entity or w/e) so originally i thought my problem was a func_conveyor with a ! texture on it however i still got allocblock full even after retexturing the conveyor with a scrolling texture on top and a normal texture on the rest of the sides (maybe i need to switch all other sides to transparant?)

Anyways I decided to take a ss of my map view in hammer for reference and ill also paste my most recent compile log (the one for the .bsp with the ingame allockblock full error)

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

151 brushes (totalling 986 sides) discarded from clipping hulls
CreateBrush:
(1.56 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.64 seconds)

Using Wadfile: \documents and settings\jon\desktop\wads\halflife.wad
  • Contains 80 used textures, 73.39 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\jon\desktop\wads\liquids.wad
  • Contains 2 used textures, 1.83 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\jon\desktop\wads\tfc2.wad
  • Contains 17 used textures, 15.60 percent of map (395 textures in wad)
Using Wadfile: \documents and settings\jon\desktop\wads\tfc.wad
  • Contains 10 used textures, 9.17 percent of map (279 textures in wad)
added 29 additional animating textures.
Texture usage is at 2.67 mb (of 4.00 mb MAX)
4.48 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: "C:\Documents and Settings\Jon\My Documents\Zoners\hlbsp.exe"-es
mate -high "C:\Program Files\Valve Hammer Editor\maps\concmapfonz"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...2829 (0.30 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer
itor\maps\concmapfonz.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2961 (0.25 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2699 (0.22 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3146 (0.42 seconds)
5.64 seconds elapsed

--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: "C:\Documents and Settings\Jon\My Documents\Zoners\hlvis.exe"-es
mate -high "C:\Program Files\Valve Hammer Editor\maps\concmapfonz"
880 portalleafs
2127 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.55 seconds)
LeafThread:
(0.84 seconds)
average leafs visible: 37
g_visdatasize:20114 compressed from 96800
1.45 seconds elapsed

--- END hlvis ---

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: "C:\Documents and Settings\Jon\My Documents\Zoners\hlrad.exe"-no
nbounce -nopaque -chop 100 -nomatrix -estimate -high "C:\Program Files\Valve H
mer Editor\maps\concmapfonz"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ NoMatrix ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ off ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 100.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ off ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\Documents and Settings\Jon\My Documents\Zoners\lig
s.rad']
[60 texlights parsed from 'C:\Documents and Settings\Jon\My Documents\Zoners\l
hts.rad']

13915 faces
Create Patches : 100865 base patches
0 opaque faces
3500688 square feet [504099104.00 square inches]
74 direct lights

BuildFacelights:
(85.67 seconds)
MakeScales:
(1993.48 seconds)
SwapTransfers:
(540.03 seconds)
Transfer Lists : 235849208 : 235.85M transfers
Indices : 45597140 : 43.48M bytes
Data : 943396832 : 899.69M bytes
Bounce 1 GatherLight:
(137.09 seconds)
FinalLightFace:
(28.34 seconds)
2796.86 seconds elapsed [46m 36s]

--- END hlrad ---

[URL=http://img117.imageshack.us/my.php?image=concmaphammerss.png]
Posted 15 years ago2009-03-04 22:33:09 UTC Post #263771
Yeah, Tommy14's description is pretty vague, but so is the error itself. You can also try a forum search if you haven't already.

Finally, try uploading your map to the problems section..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-05 09:22:19 UTC Post #263803
Eyyyy.. Be cool.

Sorry, couldn't resist. :lol:
Daubster DaubsterVault Dweller
Posted 15 years ago2009-03-05 18:13:52 UTC Post #263837
Retarded smily.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-05 21:22:30 UTC Post #263842
I've exhausted every lead i can think of trying to fix this error. i added 3 map versions that i was using trying to fix the error to the zip file. Concmapfonz is the original map that first saw the allocblock error. Concmapfonzfixing is the most recent where i gave my last shot and retextured the map. And the third Concmapfonzallocfix is a version where i was able to get the map to compile although i still cant find out what it is that is causing the error on the other 2 .rmf versions.

Rather frustrating when you spend so much time on something only for it to take a shit at the finish line. (Or in this maps case near finish line :P )

I can add more SS's, compile logs, hammer setup or w/e is needed to help out so just let me know, any help is very much appreciated.

http://www.twhl.co.za/vault.php?map=5257
Posted 15 years ago2009-03-05 22:46:56 UTC Post #263849
Im also just now noticing a difference in the information reported by hammer and information reported from zoners compile logs.

Example: Hammer -> Map -> Show Information: 3574
Texture Memory 2.7MB
Compared to Zoners: 9249 faces
Create Patches : 85371 base patches
added 11 additional animating textures.
Texture usage is at 1.57 mb (of 4.00 mb MAX)
2.44 seconds elapsed

Obvious statement of the day - Mapping is confusing -_-
Posted 15 years ago2009-03-06 01:24:24 UTC Post #263853
Well, that is because Hammer is not calculating the split faces generated by a proper compile. When a map compiles, every face gets split because of either; the texture repeats or another face is touching which causes faces to split. try turning on gl_wireframe 1 in the console of Half-life and you'll understand.

Unfortunately, alloc block errors are near impossible to narrow down to a specific cause. It may be a single problem or a number of things that are causing a problem together, but not on their own. If this is a single-player map, you might want to split it into smaller maps, if its multiplayer then good luck fixing it. Its one bugger of an error that has caused me to bury many good maps of mine.
Posted 15 years ago2009-03-06 01:39:41 UTC Post #263854
Have you tried hint nodes at all?
Not sure if it'll help, but it's worth looking into.

And it also said try using a batch compiler?
Maybe use the compilator??

http://twhl.co.za/forums.php?thread=14161

Oh... and check your inbox, i checked the map and sent you a PM with some info in it.

You're nearing the edge of the grid, and hammer freaks out when that happens.
Move the separate areas inward towards one another.

You want to have a nice buffer-zone between your world brushes and the edge of the world
Tetsu0 Tetsu0Positive Chaos
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