lightmap to big or something

lightmap to big or something

Re: lightmap to big or something Posted by Unknown_Consequences on Thu Mar 20th 2008 at 6:58am
Posted 2008-03-20 6:58am
46 posts 5 snarkmarks Registered: Oct 12th 2006 Occupation: Mc'donalds Location: Australia
the error message says
"MaterialSystem_Interface_t::AllocateLightmap : lightmap (516x95) too big to fit in page (512x256)"

i think the max i can have my lightmap is 512 and mines trying to run 516
and i dont know why or how, and i only have a very basic understanding of lightmaps atm

anyone know how to fix?
Re: lightmap to big or something Posted by reaper47 on Thu Mar 20th 2008 at 11:58am
reaper47
2827 posts
Posted 2008-03-20 11:58am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Do you have any ridiculously big brushes in your map? I didn't even know the limit existed, and I tortured the engine quite a bit with huge brushes and high-res lightmaps...

Anyway: What could help is look for the big brush, selecting it's faces in texture mode and then changing the "lightmap resolution" to something bigger. Like 32, actually, in your case, even 17 should be enough. Does the compiler tell you the brush number? You can search for it, there's a function for that in the menu. If you don't know the brush number, just look for a really, really big brush with a large, continuous surface. I guess it could even be a displacement.
Why snark works.
Re: lightmap to big or something Posted by Unknown_Consequences on Thu Mar 20th 2008 at 10:08pm
Posted 2008-03-20 10:08pm
46 posts 5 snarkmarks Registered: Oct 12th 2006 Occupation: Mc'donalds Location: Australia
okay, so i found the largest brush on my map (its a giant displacement)

the lightmap on that brush is set to 36 so i changed it to 32 the complied and ran, same error

so i check the brushes lightmap again and it was back at 36, so i changed it to 32, clicked on something else then clicked back on the brush and it was at 36 again...

it wont change, and is this causing the problem?

also here is my compile window

** Executing...
** Command: "c:\program files\valve\steam\steamapps\eddy388\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\zombie_master" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\zombie_master\maps\zm_somemap"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\valve\steam\SteamApps\SourceMods\zombie_master\materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\zombie_master\maps\zm_somemap.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-324.00 -638.00 180.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (40323 bytes)
Error! prop_static using model "models/props_debris/metal_panel01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/metal_panel01a.mdl"!
Static prop models/props_foliage/driftwood_clump_02a.mdl outside the map (258.00, 2067.00, 49.00)
Static prop models/props_canal/rock_riverbed01d.mdl outside the map (-22.00, 2067.00, 88.00)
Static prop models/props_canal/rock_riverbed02c.mdl outside the map (499.00, 2120.00, 104.00)
Static prop models/props_canal/rock_riverbed01a.mdl outside the map (883.00, 1929.00, 100.00)
Static prop models/props_canal/rock_riverbed02b.mdl outside the map (469.00, 917.00, 64.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 228 texinfos to 171
Reduced 13 texdatas to 12 (291 bytes to 269)
Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\zombie_master\maps\zm_somemap.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\eddy388\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\zombie_master" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\zombie_master\maps\zm_somemap"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\valve\steam\steamapps\sourcemods\zombie_master\maps\zm_somemap.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\zombie_master\maps\zm_somemap.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\sourcemods\zombie_master\maps\zm_somemap.prt

** Executing...
** Command: "c:\program files\valve\steam\steamapps\eddy388\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\zombie_master" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\zombie_master\maps\zm_somemap"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\sourcemods\zombie_master\maps\zm_somemap.bsp
No vis information, direct lighting only.
737 faces
2 degenerate faces
483137 square feet [69571736.00 square inches]
1 displacements
107196 square feet [15436236.00 square inches]
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
Build Patch/Sample Hash Table(s).....Done<0.0096 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 108/8192 1296/98304 ( 1.3%)
brushsides 717/65536 5736/524288 ( 1.1%)
planes 642/65536 12840/1310720 ( 1.0%)
vertexes 1338/65536 16056/786432 ( 2.0%)
nodes 696/65536 22272/2097152 ( 1.1%)
texinfos 171/12288 12312/884736 ( 1.4%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 55101/0 55101/0 ( 0.0%)
faces 737/65536 41272/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 382/65536 21392/3670016 ( 0.6%)
leaves 699/65536 22368/2097152 ( 1.1%)
leaffaces 930/65536 1860/131072 ( 1.4%)
leafbrushes 249/65536 498/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4989/512000 19956/2048000 ( 1.0%)
edges 2764/256000 11056/1024000 ( 1.1%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 43/32768 430/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 624/65536 1248/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 678772/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8157/393216 ( 2.1%)
LDR leaf ambient 699/65536 16776/1572864 ( 1.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/2272 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2586 ( 0.0%)
pakfile [variable] 10014/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 40323/4194304 ( 1.0%)

Total Win32 BSP file data space used: 1008535 bytes

Total triangle count: 1990
Writing c:\program files\valve\steam\steamapps\sourcemods\zombie_master\maps\zm_somemap.bsp
21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\zombie_master\maps\zm_somemap.bsp" "c:\program files\valve\steam\SteamApps\SourceMods\zombie_master\maps\zm_somemap.bsp"
Re: lightmap to big or something Posted by omegaslayer on Thu Mar 20th 2008 at 11:06pm
omegaslayer
2481 posts
Posted 2008-03-20 11:06pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I think this error occurs when you stretch or skew a displacement. Theres not really a way to fix it, you just have to redo the displcement.
Posting And You
Re: lightmap to big or something Posted by Unknown_Consequences on Thu Mar 20th 2008 at 11:37pm
Posted 2008-03-20 11:37pm
46 posts 5 snarkmarks Registered: Oct 12th 2006 Occupation: Mc'donalds Location: Australia
hahah

i stretched this displacement to the max

ill delete it and then try

<div class="abouttext">Message submitted 25 minutes after original post:</b></div>
ok for people who might have this problem in the future

my displacement was soo big that the lightmap it need to run was over the limit, to fix this i divided it into 2 sections which alouded me to run it with a smaller light map

i think the limit for one brush is 32

thanks guys

its working now
Re: lightmap to big or something Posted by reaper47 on Fri Mar 21st 2008 at 12:20pm
reaper47
2827 posts
Posted 2008-03-21 12:20pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Actually, if the resolution was 36, you should change it to 37 or 38, so there are less "light-pixels" to be calculated for the brush as a whole. I'm glad you could fix it anyway, though.
Why snark works.
Re: lightmap to big or something Posted by haymaker on Fri Mar 21st 2008 at 4:34pm
haymaker
439 posts
Posted 2008-03-21 4:34pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>

Message submitted 1 minutes after original post:
Thanks for posting your fix. I am getting this error too, but curiously ONLY when I crank the video settings to the max. Works fine under dx7, go figure

( You better take care of that leak too, that affects lighting tremendously )