Hey,
I'm having an issue when trying to compile the jump map I am working on. VRAD gets to a point, then starts heavily increasing memory usage up to about 1.6GB, then crashes ("stopped working", not "stopped responding").
However, if I select all the brushes in the map and change them to lightmap scale 24 (down from 16), then the map will compile. It is a big map, 29k x 29k x 15k approx, and around 3.2k portals. Every part of it compiles okay in cordon, and the compile log cuts off when VRAD crashes, always on "BuildVisLeafs".
I'm not desperate that all surfaces must have 16 lightmap scale, I am simply concerned that there is something I have done that I could change to avoid this error all together. Could it be:
I have done some optimization by ensuring all relevant brushes are func_detail. (Portals down from around 7k to 3.2k). The dimensions of the map can't be reduced, but some of the big brushes could be split up (would this even help?)
... Sorry, I realize this turned into a bit of a ramble, I guess I'm more keen to learn what's happening rather than fix it!
I'm having an issue when trying to compile the jump map I am working on. VRAD gets to a point, then starts heavily increasing memory usage up to about 1.6GB, then crashes ("stopped working", not "stopped responding").
However, if I select all the brushes in the map and change them to lightmap scale 24 (down from 16), then the map will compile. It is a big map, 29k x 29k x 15k approx, and around 3.2k portals. Every part of it compiles okay in cordon, and the compile log cuts off when VRAD crashes, always on "BuildVisLeafs".
I'm not desperate that all surfaces must have 16 lightmap scale, I am simply concerned that there is something I have done that I could change to avoid this error all together. Could it be:
- The dimensions of the map?
- The number of portals?
- The size of some of the brushes (maybe up to 15k x 10k)
- All of the above?
I have done some optimization by ensuring all relevant brushes are func_detail. (Portals down from around 7k to 3.2k). The dimensions of the map can't be reduced, but some of the big brushes could be split up (would this even help?)
... Sorry, I realize this turned into a bit of a ramble, I guess I'm more keen to learn what's happening rather than fix it!