AllocBlock:Full
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This article or section needs to be updated to include current information regarding the subject because:
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- 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.
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 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.