• Run Time Error
    1 replies, posted
materialsystem_interface_t::allocatelightmap (516x57) too big to fit in page (512x256) Here's the Compile Process Window information. [QUOTE=Compile Process Window] ** Executing... ** Command: "g:\program files\steam\steamapps\svej\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "g:\program files\steam\steamapps\svej\half-life 2\hl2" "G:\Program Files\Steam\steamapps\Modding\gm_gowc\gm_gowc" Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: g:\program files\steam\steamapps\svej\half-life 2\hl2\materials Loading G:\Program Files\Steam\steamapps\Modding\gm_gowc\gm_gowc.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing G:\Program Files\Steam\steamapps\Modding\gm_gowc\gm_gowc.prt...done (0) material "skybox/militia_hdrrt" not found Can't load skybox file skybox/militia_hdr to build the default cubemap! No such variable "$hdrbasetexture" for material "___error" Can't load skybox file skybox/militia_hdr 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) (40595 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 403 texinfos to 217 Reduced 25 texdatas to 24 (595 bytes to 540) Writing G:\Program Files\Steam\steamapps\Modding\gm_gowc\gm_gowc.bsp 2 seconds elapsed ** Executing... ** Command: "g:\program files\steam\steamapps\svej\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "g:\program files\steam\steamapps\svej\half-life 2\hl2" -fast "G:\Program Files\Steam\steamapps\Modding\gm_gowc\gm_gowc" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 1 threads reading g:\program files\steam\steamapps\modding\gm_gowc\gm_gowc.bsp reading g:\program files\steam\steamapps\modding\gm_gowc\gm_gowc.prt 1926 portalclusters 5063 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (23) Optimized: 30222 visible clusters (0.00%) Total clusters visible: 2437124 Average clusters visible: 1265 Building PAS... Average clusters audible: 1920 visdatasize:944294 compressed from 955296 writing g:\program files\steam\steamapps\modding\gm_gowc\gm_gowc.bsp 27 seconds elapsed ** Executing... ** Command: "g:\program files\steam\steamapps\svej\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "g:\program files\steam\steamapps\svej\half-life 2\hl2" "G:\Program Files\Steam\steamapps\Modding\gm_gowc\gm_gowc" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading g:\program files\steam\steamapps\modding\gm_gowc\gm_gowc.bsp 7337 faces 15434958 square feet [2222633984.00 square inches] 5 displacements 775430 square feet [111661952.00 square inches] 7337 patches before subdivision 341573 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) BuildVisLeafs: 0...1...2...3...4...5...6...7...8Error trying to allocate 2144 bytes. ** Executing... ** Command: Copy File ** Parameters: "G:\Program Files\Steam\steamapps\Modding\gm_gowc\gm_gowc.bsp" "g:\program files\steam\steamapps\svej\half-life 2\hl2\maps\gm_gowc.bsp" ** Executing... ** Command: "g:\program files\steam\steamapps\svej\half-life 2\hl2.exe" ** Parameters: -game "g:\program files\steam\steamapps\svej\half-life 2\hl2" +map "gm_gowc" [/QUOTE] I get this error when running my map. I looked this up- the website said that it was a lightmap error not being a number like 2, 4, 8, 16, so on and so forth. So I selected everything on the map and set it back to 16. I run the map but still get the error. I hope you can help. Thanks.
Check for large, rectangular displacements. When selecting displacement faces with the texture tool, the invalid face(s) should have a non power of two lightmap scale value. When found, clip the displacement into parts making it more square.
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