From: jcaesar@mediaone.net
To: <ml@qoole.com>
Reply-To: ml@qoole.com
Date: Tue, 10 Feb 1998 03:05:34 -0800
Subject: Re: BIG HELP!!!

A map about the size of id's base1, that I did, with about 50 lights, 50
lighted surfaces, transparent water (flowing), and quite as detailed/complex
as id's, took me 1hr to compile on an NT P200Pro with 128MB RAM, and 500MB
virtual memory.  I tracked it, and basically the amount of RAM used was
about 150-175MB RAM.  Your map seems like it would have to be at least 4
times larger, and I'm positive ID never used (my guess more than 700 lights
and lighted surfaces) as many lights as you are.

You can probably get farther by doing a couple of things...

1.  If you aren't using NT you might try it.  Win95 Memory handling sucks.
NT will at least do a better job paging.

2.  Get more physical RAM.

3.  Increase your swapfile.  On my NT I have 2 swapfiles.  One is 200MB, the
other 500MB (NEVER had a memory problem on this machine--just warnings, but
the processes finished marvelously).  On 95, choose to manage your own
settings.  Make your swapfile on your FASTEST drive if you have more than
one.  Also make it as big as you can--here's the kicker--make the minimum
size the SAME as your max size.  This means windows will keep the swapfile
as one long ass file, BUT it won't get fragmented further than it currently
is.  (My win95 swapfile is about 150MB on its own partition).  Also make
sure you have room for the Q2 utils to create their temporary files on disk
(some get VERY large).

4.  See if you can QRAD with default values, or using the speedy values of
"-bounce 0 -chop -nopvs "

5.  Remove say, 6500 lights.  Remember that for the default values of QRAD3,
the bounce is 8 for EACH light entity you have.  With 8 bounces and 7000
lights, you have a total of 56K bounces.  If you were to go the recommended
40 bounces, that's 280K bounces.  Now each bounce means more shadows have to
be checked and created.  If you're trying to light a large area, you may be
better off increasing the minimum level of light on your level.

6. There may be limits in many versions of QBSP and the other utils, and
many of them have been removed by several authors.  Still, they were good
enough for ID to make their levels.  Basically, you are running into a
memory problem and it seems to be one that can't be cached (why I recommend
more physical RAM).

>
>> i need some big time help with the level compiling tools.  i have a
>> level that is rather large. it is just under 2000000 square feet and has
>> like 7000 direct lights or something.  the level will go through qbsp3
>> and qvis just fine with no problem.  but when i qrad the level it of
>> course takes a very long time.  i have a p2 266 with 64meg sdram and i
>> say after 8hours it gets to 7... on the second row and then gives me a
>> bull shit line 'memory allocation error'.  first off i dont know exactly
>> what it means, second there is no disk caching when it happens (i was
>> there for the third time to happen), and third it is repeating in the
>> same place and i got 64meg sdram.  is there improved bsp tools that may
>> work for me?  i used the plain qrad command with -v so i can see what is
>> going on.  no extra or anything.




