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AllocBlock:Full: Difference between revisions

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{{gldsrc topicon}}
{{update|
* AllocBlock is the allocation of lightmaps (64 in first-party titles, 512 in {{sven}}).
* AllocBlock errors are purely related to [[lightmap]] atlas generation. Lightmaps are always 16 [[luxel]]s per [[texel]], so the easiest way to use up AllocBlock is to have a lot of brushes with dense texture scales.
* '''''AllocBlock is why {{gldsrc|4.1}} mappers use 1.0 texture scale by default.'''''
}}
==Description==
==Description==
While compiling or attempting to play it, your map has hit some sort of memory limit.  
While compiling or attempting to play it, your map has exceeded the maximum lightmap size.


===Causes===
==Solution==
Almost anything can cause this error.
Reduce resolution and scale of used textures. Consider using [[Detail textures (GoldSrc)|Detail textures]] to increase the perceived quality of WAD textures, instead of using high-res WAD textures.
: {{Important|Users whose GPUs have blocked the {{code|GL_ARB_multitexture}} extension (such as for {{pcgw|Half-Life#OpenGL_overbright_lighting|enabling overbright lighting}}) will not see detail textures.}}


* A [[brush entity]] is too large. (most common)
Additional optimization options include:
* Not enough system RAM. At least 128 mb is recommended.
* Use [[tool textures (GoldSrc)|NULL]] whenever a brush entity's face is completely obscured by a world brush or another entity.
* Byproduct of a [[leaf saw into leaf]] error.
* After compiling CSG, BSP and VIS, use {{newbspguy|2}} to add the {{code|TEX_SPECIAL}} flag to faces which should be unlit (fullbright), then recompile RAD from within NewBSPGuy.
* File pathnames are too long.
* For brush entities which should be unlit, use [[VHLT]]'s {{code|zhlt_striprad}} KV to strip lightmaps from the entity after RAD is compiled.
* Too many textures/WAD files being used.
* Avoid rotating textures, as this also rotates the lightmap, causing more lightmap usage.
* The level is simply too large in general.
* Too many SKY faces on hidden brush faces in the level.


==Solution==
== External links ==
* (Compile) Get more system RAM.
* {{twhl|AllocBlock}}
* (Compile) Try using a third-party compile tool interface to compile your map, instead of the Run Map interface in Hammer. This will free up more system memory to allocate to your map compile.
* (Compile) Check for any overly large brush entities, such as large trigger_hurt entities.
* (In-game) Some rendering properties may cause the OpenGL or Direct3D renderer to crash. Try testing the map in the Software renderer.


[[Category:Compile Errors]]
[[Category:Compile errors]]

Latest revision as of 19:12, 4 April 2025

Broom icon.png
This article or section needs to be updated to include current information regarding the subject because:
  • AllocBlock is the allocation of lightmaps (64 in first-party titles, 512 in Sven Co-op).
  • AllocBlock errors are purely related to lightmap atlas generation. Lightmaps are always 16 luxels per texel, so the easiest way to use up AllocBlock is to have a lot of brushes with dense texture scales.
  • AllocBlock is why GoldSrc GoldSrc mappers use 1.0 texture scale by default.
Remember to check for any notes left by the tagger at this article's talk page.

Description

While compiling or attempting to play it, your map has exceeded the maximum lightmap size.

Solution

Reduce resolution and scale of used textures. Consider using Detail textures to increase the perceived quality of WAD textures, instead of using high-res WAD textures.

Icon-Important.pngImportant:Users whose GPUs have blocked the GL_ARB_multitexture extension (such as for Pcgw icon.png enabling overbright lighting) will not see detail textures.

Additional optimization options include:

  • Use NULL whenever a brush entity's face is completely obscured by a world brush or another entity.
  • After compiling CSG, BSP and VIS, use newbspguy newbspguy to add the TEX_SPECIAL flag to faces which should be unlit (fullbright), then recompile RAD from within NewBSPGuy.
  • For brush entities which should be unlit, use VHLT's zhlt_striprad KV to strip lightmaps from the entity after RAD is compiled.
  • Avoid rotating textures, as this also rotates the lightmap, causing more lightmap usage.

External links