|
Re: !!!? Surfaces too big for shaded mode ?!!!
[Re: Kerkelenz]
#57929
10/22/05 07:51
10/22/05 07:51
|
Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
|
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
|
I was getting this, even with small surfaces. I've had surfaces at 1280x1600 without any warning from this and simply adding a small, unscaled 128x96 surface, I got this. My level was able to run afterwards, but much later, I got a "lightmap space overrun" error with 16 megabytes used for lightmaps (according to the map compiler anyway). I had over 2000 blocks, mostly small ones flagged as detail. This is my old, abandoned project. My two current projects, however, don't have this issue. My 3D level doesn't use blocks, rather, it uses models instead since they render faster. My other project is nothing more than a bunch of panels which couldn't get lightmaps (or even have to build).
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
|
|
|
Re: !!!? Surfaces too big for shaded mode ?!!!
[Re: Kerkelenz]
#57931
10/22/05 20:09
10/22/05 20:09
|
Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
|
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
|
First, how many blocks do you have? Second, since you have 6.31 Pro edition (according to your profile), do you have the "high res" flag checked for the lighting for some of your large surfaces? Third, what are your build specs (as when just about to compile)?
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
|
|
|
Re: !!!? Surfaces too big for shaded mode ?!!!
[Re: Kerkelenz]
#57933
10/23/05 05:02
10/23/05 05:02
|
Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
|
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
|
77 blocks is very few. So, the only thing I'm left with is the fact if you scaled the textures or not. That is, if you set the scale of a texture to, say, 0.1, you'd have the equivelent of a single block being ten times bigger on all sides (a small 64x64 block would then become, in a sense, a 640x640 block, although only 64x64 quants in size). You shouldn't need to go below 0.25 and wouldn't recommend going below 0.5. Check your blocks for this sort of outrageous scaling you may have accidentally done. Also, flag the sides that cannot be seen (such as the undersides of floors) as "none", even in places where two walls of the same size (or the smaller one completely covered by a bigger one) meet up.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
|
|
|
Re: !!!? Surfaces too big for shaded mode ?!!!
[Re: Kerkelenz]
#57935
10/23/05 22:10
10/23/05 22:10
|
Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
|
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
|
Looking at your textures and objects from your screenshot, 32x32 is likely not the correct size. It seems more like it's around 64x256 or bigger. A 0.2 scale would make this block seem more like a 320x1280, and even that size shouldn't be giving that error (I've had bigger yet without it). You sure have a puzzle to solve. A texture scale of 0.2 is not really recommended. 0.5 is the lowest recommended value and below 0.25 isn't worth it.
Light posts are roughly 12 feet high. At the normal map scale of 16 quants to 1 foot (provided you are using that), the buildings are 192 quants high. They are also very long making them probably 960 quants wide. At that size, you will certainly get that error (simulating a 960x4800 quant block). The only solution I have is to change the texture scale from 0.2 to something around 0.5. Either that, or take out MED and use it instead.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
|
|
|
|