AllocBlock:Full: Difference between revisions
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{{GoldSrc topicon}} | |||
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* AllocBlock is the allocation of lightmaps (64 in first-party titles, 512 in {{Svencoop}}). | |||
* AllocBlock errors are almost always texture-related in this day and age. | |||
* '''''AllocBlock is why {{goldsrc|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 hit some sort of memory limit. | ||
Line 9: | Line 15: | ||
* Byproduct of a [[leaf saw into leaf]] error. | * Byproduct of a [[leaf saw into leaf]] error. | ||
* File pathnames are too long. | * File pathnames are too long. | ||
* Too many textures/WAD files being used. | * Too many textures/WAD files being used, or they are scaled to too high of a texel density. | ||
* The level is simply too large in general. | * The level is simply too large in general. | ||
* Too many SKY faces on hidden brush faces in the level. | * Too many SKY faces on hidden brush faces in the level. |
Revision as of 16:50, 15 June 2023

This article or section needs to be updated to include current information regarding the subject because:
Remember to check for any notes left by the tagger at this article's talk page.
- AllocBlock is the allocation of lightmaps (64 in first-party titles, 512 in
).
- AllocBlock errors are almost always texture-related in this day and age.
- AllocBlock is why
GoldSrc mappers use 1.0 texture scale by default.
Description
While compiling or attempting to play it, your map has hit some sort of memory limit.
Causes
Almost anything can cause this error.
- A brush entity is too large. (most common)
- Not enough system RAM. At least 128 mb is recommended.
- Byproduct of a leaf saw into leaf error.
- File pathnames are too long.
- Too many textures/WAD files being used, or they are scaled to too high of a texel density.
- The level is simply too large in general.
- Too many SKY faces on hidden brush faces in the level.
Solution
- (Pre-compile) Reduce resolution and quantity of used textures. Consider using Detail textures to increase the perceived quality of WAD textures, instead of using high-res WAD textures.
- (Compile) Get more system RAM.
- (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.