AllocBlock:Full: Difference between revisions
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SirYodaJedi (talk | contribs) (Remove misinformation) |
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{{gldsrc topicon}} | {{gldsrc topicon}} | ||
{{update| | {{update| | ||
* AllocBlock is the allocation of lightmaps (64 in first-party titles, 512 in {{ | * AllocBlock is the allocation of lightmaps (64 in first-party titles, 512 in {{sven}}). | ||
* AllocBlock errors are | * 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.''''' | * '''''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 | While compiling or attempting to play it, your map has exceeded the maximum lightmap size. | ||
==Solution== | ==Solution== | ||
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.}} | : {{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.}} | ||
* | |||
{{ | == External links == | ||
* {{twhl|AllocBlock}} | |||
[[Category:Compile errors]] | [[Category:Compile errors]] |
Revision as of 20:04, 29 August 2024

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 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 mappers use 1.0 texture scale by default.
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.
Important:Users whose GPUs have blocked the GL_ARB_multitexture extension (such as for
enabling overbright lighting) will not see detail textures.