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Posted

I haven't posted in a while, because my mapping has been going very well, until now...  After creating a very large map, and successfully compiling it, I attempted to load the map in game, and after an hour of loading the .bsp, I realized that something was wrong.  It gave me no errors during compilation, or when loading it in game.  It just didn't load...  I attempted to recompile it to see if anything was wrong with the .bsp, and I got this error stating that it took too much memory to perform a compile function.  I don't remember the exact number of bytes, but I think it was like 2.9 GB...  My PC only has 2.00 GB of RAM, so I'm not sure if that's what affected the .bsp in the first compilation, or what...  Anyways, any help would be appreciated.

Posted

If you have a log of the compile, that would be greatly beneficial. I'm guessing this happened in the -light stage? What switches are you using in the light compile? How large a level are we talking? Details details details!

Posted
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If you have a log of the compile, that would be greatly beneficial.

 

I tried to recompile it again right after I posted the topic, and I still have the log.

 

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and this is the error that stopped it

 

************ ERROR ************
safe_malloc failed on allocation of 588251136 bytes
Posted (edited)
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Try compiling with a -lomem switch

 

What exactly is  a "-lomem switch"?  I actually saw something about that when I first looked up a solution to the problem, but I don't know what it is or how to use it.

 

I figured out what the lowmem option is, and used it in the map compilation.  There were no errors during the compilation process, but the map still won't load in game.

Edited by Vegeta
Posted

It really is too bad you are having trouble with you latest map, it would definateley be the best out of every map you have ever created before, I wish I could help with your mapping problems

Posted

Well, I've tried so many things now, but nothing I do seems to work.  I get the feeling that if I let the game load the .bsp for several hours that it will work, but even if that did work, it definitely wouldn't be an option.  I think that I know what's causing the problem, but I don't see a fix to it.  I made a huge area of terrain out of simple patch meshes, as patch terrain looks far more natural than brush terrain.  Each simple patch mesh contains only 1, 4, 8, 16, or 64 squares, so they are all relatively simple patches, however there are thousands of them ( I think somewhere under 10,000 patches in total ).  Anyone have any more ideas?  I'm at a complete stop right now, so anything would help a lot.

Posted

Open your .map file in notepad. Look for anything unusual. Copy the entire map and save it as (another name). Open up your new map in notepad and start deleting suspect errors. If you have a huge file that you would rather not redo from scratch....

Sometimes brush clean up helps.

Posted
  On 1/8/2014 at 4:18 AM, RAILBACK said:

Open your .map file in notepad. Look for anything unusual. Copy the entire map and save it as (another name). Open up your new map in notepad and start deleting suspect errors. If you have a huge file that you would rather not redo from scratch....

 

Don't do this. ^ It is not advisable.

 

You'll likely fuck up something in notepad without realizing it. It's generally a bad idea unless you know precisely what you are looking for.

 

 

Try turning off patch shadows in your light compile, along with -lomem for now. It shouldn't crash with patchshadows off. You could also upload the .map and send me a message containing a link and I can have a quick peak for obvious problems.

Posted

MoonDog. PLEASE read my posts. I said make a duplicate of your mapfile. Your original file is not in any danger if you use the new map as a control.

Posted
  On 1/8/2014 at 4:35 AM, RAILBACK said:

MoonDog. PLEASE read my posts. I said make a duplicate of your mapfile. Your original file is not in any danger if you use the new map as a control.

 

Having a duplicate of your file in no way invalidates anything I just said. You're still likely to create additional errors without realizing it in the copy, and be no further than you were. You are suggesting that he look through a map file in a text editor for an error, when he has no idea what the error is; If there even is an error.

RAILBACK likes this
Posted
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Why won't it load? What happens?

 

I open up Jedi Academy, open the console, type /devmap "mapname", then it just says that it's loading the .bsp.  I left it loading for a full hour one time, and it still hadn't made any progress, so to answer your question, nothing happens :(

 

 

@@MoonDog I'll upload the map as soon as possible so that you can look at it.  Should I include the .pk3 containing all of the textures I made for it as well?

Posted
  On 1/8/2014 at 5:02 AM, Vegeta said:

I open up Jedi Academy, open the console, type /devmap "mapname", then it just says that it's loading the .bsp.  I left it loading for a full hour one time, and it still hadn't made any progress, so to answer your question, nothing happens :(

 

 

@@MoonDog I'll upload the map as soon as possible so that you can look at it.  Should I include the .pk3 containing all of the textures I made for it as well?

 

 

Yes. Humor first though and try compiling with simpler light options. Such as no patchshadows. You should be able to remove the lomem switch without the other switches enabled. I can't imagine it being all that crazy without patch shadows on.

Posted (edited)

Actually, I thought that I left patch shadows off during the last compilation, but in case I'm wrong, I'll attempt another compilation without the lomem switch or patch shadows.

 

 

Okay, I compiled the map again with both the lomem switch and patch shadows off, and I got the same error
 

************ ERROR ************
safe_malloc failed on allocation of 80740352 bytes
 
The only difference is that the amount of bytes was a lot less this time.
 
Original
- 588,251,136
Previous
- 80,740,352
Edited by Vegeta
Posted

There's nothing wrong with editing a .map using a good text editor like Notepad++ if theres a specific error you want to fix that you cant from within radiant - or mass texture path replacing and the like. Sure keep a backup just in case.

 

As for your patches, perhaps convert the whole thing to an ase? Tho if its terrain would require a lot of clip work... The benefit of this is though you can use -subdivisions to decrease the triangle count on the terrain easily.

 

Also if you have a Win7 PC with 4GB RAM or more use the newer q3map2 from our downloads section which uses more RAM to prevent that error. Use search tool to find previous posts on this issue (which has come up many times)

Posted
  On 1/8/2014 at 11:41 AM, Szico VII said:

There's nothing wrong with editing a .map using a good text editor like Notepad++ if theres a specific error you want to fix that you cant from within radiant - or mass texture path replacing and the like. Sure keep a backup just in case.

 

As for your patches, perhaps convert the whole thing to an ase? Tho if its terrain would require a lot of clip work... The benefit of this is though you can use -subdivisions to decrease the triangle count on the terrain easily.

 

Also if you have a Win7 PC with 4GB RAM or more use the newer q3map2 from our downloads section which uses more RAM to prevent that error. Use search tool to find previous posts on this issue (which has come up many times)

 

 

I suppose that you could import that ase into Blender using Wonko's tools, and then export that terrain ase as patch work, only specify the target shader as clip. That would be unspeakably crazy though, considering it creates a patch for each triangle.

 

I remember trying that a long time ago for an ase conversion, and it worked. Not sure how it would fare on something massive.

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As for your patches, perhaps convert the whole thing to an ase? Tho if its terrain would require a lot of clip work... The benefit of this is though you can use -subdivisions to decrease the triangle count on the terrain easily.

 

I tried this, many times.  If I just convert it into an ase, then it is an empty model, containing no data, and if I convert it to ase using patchmeta, the compiler gets stuck when it has to actually perform the patchmeta functions.  I'm usually patient with map compiling, but I left the compiler running over night, and it still only had 0..., at the part that usually goes like 0... 1... 2... 3... 4... 5... 6... 7... 8... 9...  Perhaps it's because my RAM is too low to compile that section in a reasonable amount of time.  If anyone wants to take a look at the map, I uploaded it to dropbox so just send me a message and I'll give you the link.

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