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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