This has been stopping me for weeks

UK_Karlos

Newbie
Joined
Jan 26, 2006
Messages
158
Reaction score
0
ive sort of finished my first map and it is a masive 34mb bsp file.
It an outdoor map and havent started optimising yet.
Well heres the problem after i finish compiling my map (with no errors), Half-Life 2 starts to load. I get as far as the loading screen with the background when it will crash back to the desktop leaving this error behind...
Any ideas on what has caused this.
 

Attachments

  • error.JPG
    error.JPG
    8.6 KB · Views: 177
hmm.

from: www.editlife.net/errors.php
Error
AllocatedLightmap: lightmap too big to fit in page

Fix
Weird error that shows up seemingly randomly. It was caused in at least one case by a horribly mangled displacement. In other cases, overuse of very small lightmap scales, especially on large faces, caused errors. In yet other cases, a giant leak-prevention cube built around the map seemed to cause the error.

from: http://www.hl2world.com/bbs/1-vt30305.html?start=0
This message appears when you have an invalid value as a lightmap scale on any one face of your map. Valid sizes are in the power of 2.

The following list provides the most common values allowed:

2, 4, 8, 16, 32, 64, 128.

To fix this error, go around your map and select textures to check their lightmap scale. If you can't find it, select the entire map, go to texture application and type in "16" in the lightmap scale box, hit apply.

so...
over-large brushes with fine light maps, bad light-map values, wierd displacements, or something else.

Hmm. not all that much help. :O

as for invalid light map sclaes, you could try searching your VMF for invalid values..

I dont know if they allow fractional values are preserved. if that is the case then it's not likely you'd find it.

you probably have upwards of 20000 faces in amap that big, so hand-checking would be incredibly time consuming, and that might not even be the problem.
the text-string for lightmaps, though, is like this:
"lightmapscale" "16"

I dunno, just throwing out an idea. GL.

edit: oh, btw, displacement maps don't seem to have the same rules for lightmapscale values... they regularily seem to be non- powers-of-two values and work still. I don't really understand but that's the way it is. I suppose you could try editing your vmf and putting "16" for all teh lightmap values and see if it will compile. Oh, and back up first :E
 
Check your displacements. You you have real big ones, try cutting them down. Those are the things that are most likeley to cause it in my experience.
 
Back
Top