Unexplained compiling error... Created 9 years ago2015-08-01 14:18:18 UTC by abbadon abbadon

Created 9 years ago2015-08-01 14:18:18 UTC by abbadon abbadon

Posted 9 years ago2015-08-01 14:18:18 UTC Post #326602
Hi. I have tried to compile my last map but the compiler gives me this error:
3269 faces
Create Patches : 53080 base patches
0 opaque faces
767292 square feet [110490080.00 square inches]
1 direct lights

BuildFacelights:
(44.92 seconds)
BuildVisLeafs:
(1826.68 seconds)
visibility matrix : 294.5 megs
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 iock of memory.
Howto Fix: Likely causs full; swapfile size is smaller than required; memory fragmentation; heap corruption

--- END hlrad ---
WTF???? X( I have 4 GB of RAM and a Swap File of 30 GB!!! the hlrad.exe program stps before reaching 1890 MB of use!!... What´s going wrong then with the compiler??? Any one have had this problem ever?
Posted 9 years ago2015-08-01 16:17:18 UTC Post #326603
First thing to try is -sparse for hlrad which compresses some information and uses less memory.
Posted 9 years ago2015-08-01 17:19:43 UTC Post #326604
Never got this error before according to my error log. Pastebin whole compile log please, and also I would recommend trying to compile in Sledge with the latest VHLT tools if you already haven't, which may possibly eliminate this?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-08-01 21:14:29 UTC Post #326605
The rest of the log file is normal, the only part showing problems is when hlrad is applied.

I think the problem maybe is that the map is WAY too big. It´s about two times bigger than the c5a1 map of half-life... maybe that´s the problem?
Posted 9 years ago2015-08-01 21:54:22 UTC Post #326606
Try
-chart
compile paramater for hlbsp, and will give you a % used number for all your map objects, ala:

[quote]Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 25/512 1600/32768 ( 4.9%)
planes 539/32768 10780/655360 ( 1.6%)
vertexes 1658/65535 19896/786420 ( 2.5%)
nodes 906/32767 21744/786408 ( 2.8%)
texinfos 622/32767 24880/1310680 ( 1.9%)
faces 1543/65535 30860/1310700 ( 2.4%)
  • worldfaces 1538/32768 0/0 ( 4.7%)
clipnodes 687/32767 5496/262136 ( 2.1%)
leaves 563/32760 15764/917280 ( 1.7%)
  • worldleaves 413/8192 0/0 ( 5.0%)
marksurfaces 2036/65535 4072/131070 ( 3.1%)
surfedges 6144/512000 24576/2048000 ( 1.2%)
edges 3231/256000 12924/1024000 ( 1.3%)
texdata [variable] 75144/33554432 ( 0.2%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 5298/2097152 ( 0.3%)
  • AllocBlock 2/64 0/0 ( 3.1%)
5 textures referenced

Total BSP file data space used: 253034 bytes

Wad files required to run the map: (None)
0.62 seconds elapsed

--- END hlbsp ---
[/quote]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-08-01 23:17:24 UTC Post #326608
Will try VHLT, I´ve read wonders of them... If not, I will start to think that making a huge map in HL is almost impossible...
Posted 9 years ago2015-08-02 06:44:10 UTC Post #326609
Take a look at our GB competition map. With proper optimization--thanks to Tetsu0, we were able to add much more stuff into the map. Check out our chart from de_subsanctum:

[quote]
Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 48/512 3072/32768 ( 9.4%)
planes 19875/32768 397500/655360 (60.7%)
vertexes 26750/65535 321000/786420 (40.8%)
nodes 16357/32767 392568/786408 (49.9%)
texinfos 4465/32767 178600/1310680 (13.6%)
faces 21003/65535 420060/1310700 (32.0%)
  • worldfaces 19427/32768 0/0 (59.3%)
clipnodes 22252/32767 178016/262136 (67.9%)
leaves 10950/32760 306600/917280 (33.4%)
  • worldleaves 10089/8192 0/0 (123.2%)
marksurfaces 30455/65535 60910/131070 (46.5%)
surfedges 91491/512000 365964/2048000 (17.9%)
edges 48628/256000 194512/1024000 (19.0%)
texdata [variable] 11540/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 29813/2097152 ( 1.4%)
  • AllocBlock 44/64 0/0 (68.8%)
121 textures referenced

Total BSP file data space used: 2860155 bytes ===[/quote]

Pre optimization, we were right next to going over in many different object categories, especially
clipnodes
. After Tet optimized, we got almost a 50% increase in map resources.

Maybe Trempler can chime in, and share some of his tricks for making his enormous Sven Coop levels :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-08-02 09:15:11 UTC Post #326612
What compile parameters are you using for rad/shared, Abbadon?
Posted 9 years ago2015-08-02 11:20:01 UTC Post #326614
abbadon, you can make the map as big as the engine allows, it's just a matter of sacrificing detail
Posted 9 years ago2015-08-03 10:54:06 UTC Post #326622
What compile parameters are you using for rad/shared, Abbadon?
Te normal parameters. Only -estimate, -High as common parameters for all programs, -sparse and -extra for hlrad and -full for hlvis.

Actually I have managed to compile it. Basically I have follow some of the optimization advices around there, and, of course, I´ve used VHLT tools (because I use QUark to doing maps I cannot use all of its tools). Problem of the map, I hope this info is useful to someone, is that I have used 1:1 scaled textures in hte whole map, because I have had a lot of BAD SURFACE EXTENS with them adjusted and scaled to a minimum.

Then I have discovered that the DOME of the carver I used to make the map caused a lot of tiny microbrushes, considered as BAD FACES, and so the compiler crashes over and over.

So I used a better structure of the map, carving step by step, so the map that is 3 times the size of the original map, compiled in only 58 minutes, while the previous version compiled in about 38.

Aniway, I will follow your advice Captain Terror and start study what clipbrushes are, also will study hintbrushes to prevent EDICT problems. ;). Could you please point me to a good tutorial on how to use those entities?.
Posted 9 years ago2015-08-03 11:16:45 UTC Post #326623
Thanks for the Shout, Captain :D I could write another book just on Goldsource Optimization.
The clip brush limit is evil
Also, don't clip anything but 90 degree surfaces. (cubes, rectangular prisms, etc)
You might be better off making it one huge model and surrounding it with Null brushes.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-04 14:11:06 UTC Post #326631
I have another question . What are the best comands to make RAD look like this?
User posted image
Posted 9 years ago2015-08-04 15:10:42 UTC Post #326632
The command that launches another engine.
Crypt Crypt120% sorry!
Posted 9 years ago2015-08-04 18:46:57 UTC Post #326633
Low -gamma might help with the contrast but RAD isn't really important. Take a look at Kachito's map, almost exactly what you want: http://twhl.info/vault.php?map=6064

You just have to play with the lighting, sprites, etc, fiddle around more and learn all kinds of tricks and hacks, illuminated textures, conveyors. You CAN make a scene like this in HL1 if you really want.

edit: ops i meant high -gamma, like 1 or 2, default is 0.5
Posted 9 years ago2015-08-20 12:53:11 UTC Post #326778
Thanks Bruce, and sorry for the delay in answering. I have done a very similar approach to that lighting, but I cannot make the light spots (the ones pointed upwards in the outer walls between the support beams) look like that, is there any tut on how to set them up?
Posted 9 years ago2015-08-20 13:30:44 UTC Post #326779
Simply give the spotlights a very narrow angle, like 10 degress, bring them close to wall and point them upwards (with info_target?) maybe you can use the pitch yaw roll dunno and the wall has to have a texture with small enough scale, at least 1.0, if the scale is very big you wont get that beam so defined, you dont need to make the entire wall 1.0 or 0.5, just the parts where the light falls
Posted 9 years ago2015-08-29 14:36:33 UTC Post #326876
will try!!,I´ll post results asap!!
Posted 9 years ago2015-08-29 16:21:22 UTC Post #326879
I actually never had this problem. I made huge maps, but they all ended in the "Brush outside world" error.

I dont know what the hell is going on with you, but best of luck!

PS: GoldSRC is a 16 year old engine. If you want to make the lighting as good as in the picture, either invest in another engine or learn to code and change the engine.
Posted 9 years ago2015-08-29 17:02:49 UTC Post #326880
dont listen to this guy ^
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