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What does this mean??

Page: 1 of 1
 mergatroid
03-12-2004, 7:31 AM
#1
What does this mean:

Safe_mallooc failed on allocation of 1092 bytes.
ERROR:memory allocation failed: creating buffer.
And
WARNING: couldn't find image for shader textures.

This happens during the -BSP process.

I was in a little bit of a hurry when I posted this and didn't have the time to look through the forums.
 GothiX
03-12-2004, 7:38 AM
#2
 mergatroid
03-12-2004, 10:49 AM
#3
Originally posted by GothiX
And 7 topics down, we find: http://www.lucasforums.com/showthread.php?s=&threadid=124437)

That still doesn't explain the missing image for shader textures.
 Leslie Judge
03-12-2004, 11:25 AM
#4
I'm not sure it does really have to explain that. Your main problem is a memory allocation error. The missing image is only a warning so you should worry about the error first.
 GothiX
03-12-2004, 1:00 PM
#5
Missing images happen a lot, though it never causes a single problem.
 mergatroid
03-12-2004, 4:09 PM
#6
Originally posted by GothiX
Missing images happen a lot, though it never causes a single problem.

THx all.
 mergatroid
03-14-2004, 10:13 AM
#7
OK, the map compiled but when it loads, the terrain has the missing texture thing on it and the sky box is looking like when you look out into the void and sv_pure 0 does not work.
 GothiX
03-14-2004, 11:12 AM
#8
Care to post the sky and terrain shaders?

Also - be sure to check that r_showsky is set to 1.
 mergatroid
03-14-2004, 11:21 AM
#9
Originally posted by GothiX
Care to post the sky and terrain shaders?

Also - be sure to check that r_showsky is set to 1.

Here you go:

textures//terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}

textures//terrain_0
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_1
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_2
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_2.jpg
{
map textures/hoth/h_outground_2.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_3.jpg
{
map textures/hoth/h_outground_3.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground.jpg
{
map textures/hoth/h_outground.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_0to1
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/snow_01.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_0to2
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/ice2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_0to3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/h_outground_2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_0to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_0to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snowbiga.jpg
{
map textures/hoth/snowbiga.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_1to2
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/ice2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_1to3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/h_outground_2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_1to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_1to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/snow_01.jpg
{
map textures/hoth/snow_01.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_2to3
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map textures/hoth/h_outground_2.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_2to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_2to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/ice2.jpg
{
map textures/hoth/ice2.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_3to4
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_2.jpg
{
map textures/hoth/h_outground_2.jpg
}
{
map textures/hoth/h_outground_3.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_3to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_2.jpg
{
map textures/hoth/h_outground_2.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures//terrain_4to5
{
q3map_baseshader textures//terrain_base
qer_editorimage textures/hoth/h_outground_3.jpg
{
map textures/hoth/h_outground_3.jpg
}
{
map textures/hoth/h_outground.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

The sky box is the normal Hoth sky box but I'll try the r_showsky command.
 GothiX
03-14-2004, 11:52 AM
#10
Your shader seems to be folderless.
 mergatroid
03-14-2004, 12:38 PM
#11
Originally posted by GothiX
Your shader seems to be folderless.

What do you mean?

Oh yeah! I tried the map again and opened the consol and there was something there about not having a light map or something like that.

It's the shaders that don't have light maps, otherwise the map has a _sun entity in it.
 WadeV1589
03-14-2004, 2:09 PM
#12
He means the lines that look like:

textures//terrain_4to5

There is no folder....you missed a part of the tutorial...if you didn't use a tutorial I suggest you do!
 mergatroid
03-15-2004, 5:32 PM
#13
It worked

Just one more little question, is it possible to make the textures in the shader bigger. As in it not repeating itself?
 GothiX
03-15-2004, 6:25 PM
#14
Press NumPadPlus in Easygen.
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