Langerd Posted May 5, 2015 Posted May 5, 2015 Well... I have older versions of the map and they compile right. So! I am 100% sure that this is not the shader issue. But the problem is the compiling the map i mean the full compile. When i am compiling my map in : BSP - meta it compiles normally.BUT ! I want to check my map with lights and shadows of course so! I compile map map : BSP -meta -vis -light -fast -filter (this is default compiling i think) And wait. There are no errors on the way. Nothing... But when i open my map in the game... I just cant describe it:It turned into shit... 5 hours of work and i get this... Help me pls.And it doesnt load any misc_models AT ALL... wow..
Langerd Posted May 5, 2015 Author Posted May 5, 2015 OK i changed the _lightmapscale to the default one and it works... but WHY THE HELL IT RUINS THE WHOLE MAP>??I was using the _lightmapscale 0.125. Can Anyone explain this too me?
Ramikad Posted May 5, 2015 Posted May 5, 2015 It may just be a wild guess, but I believe this can be one of the cases that Pande mentioned when the map file gets so saturated with lightmap info that lighting gets all fuzzy. Or something like that.
Langerd Posted May 5, 2015 Author Posted May 5, 2015 It may just be a wild guess, but I believe this can be one of the cases that Pande mentioned when the map file gets so saturated with lightmap info that lighting gets all fuzzy. Or something like that.Is there any way to fix this? I Changed to Lightmap to the 0.2 To be as close as 0.125 and it works O.o
Ramikad Posted May 5, 2015 Posted May 5, 2015 None that I'm aware of. My technical knowledge is limited in this case.
IrocJeff Posted May 5, 2015 Posted May 5, 2015 I had the opposite problem and had to go up to 4 in some cases because of issues. I never went lower ...hehe. You said that at .125 it doesn't work but at .2 it does. Maybe it only works to one decimal place.
Langerd Posted May 5, 2015 Author Posted May 5, 2015 The problem maybe is because i wanted... a whole map in .125. I used only few func_groups to change them the lightmapscale.This func may not work well on the textures that have shaders options. These big walls have _spec texture and the roofs have the environment shader. I think the main problem is caused because of them. This detail lightmapscale shouldnt be on the textures like these
Tempust85 Posted May 5, 2015 Posted May 5, 2015 I don't know if this will help, but you could try adding -lightmapsize to your light compile stage to increase the size which is 128 by default.
Langerd Posted May 6, 2015 Author Posted May 6, 2015 I don't know if this will help, but you could try adding -lightmapsize to your light compile stage to increase the size which is 128 by default.Noobish question ... where and how ? And i should make lower than 128 or higher?
Langerd Posted May 6, 2015 Author Posted May 6, 2015 Ok now 0.2 doesnt work... the same problem BUT some models are in the game 8/ How to remove this thing?? And it is strange that it destroy the map only after light compiling
lil_binger Posted May 8, 2015 Posted May 8, 2015 -lightmapsize is during a compile. I posted a way I use the command prompt to compile maps in another posting here on JKHub recently. It has all the code... http://jkhub.org/topic/5733-safe-malloc-failed-on-allocation-of-276824064-bytes/ You can add in the -lightmapsize on the 3rd stage for the light compile.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now