Out of space in lighting state pool!

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MileHighGuy
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Out of space in lighting state pool!

Post by MileHighGuy »

Message Severity: 3
.\Graphics\Pc\pcRedRenderer.cpp(2206)
Out of space in lighting state pool!

Hi. I have a 1024x 1024 map and when I add more than a little bit of water I get this message. Which is bad because I need a ton of water, its a huge island type map. How can I increase the space in the lighting state pool? Is there a memorybank?
noMatt
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Re: Out of space in lighting state pool!

Post by noMatt »

just go to your lua and raise the memory pool size for lightning :)
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Re: Out of space in lighting state pool!

Post by Marth8880 »

noMatt wrote:just go to your lua and raise the memory pool size for lightning :)
There is none: http://www.gametoast.com/viewtopic.php?p=469068#p469068


How many lights are placed in your map? You might have too many.
MileHighGuy
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Re: Out of space in lighting state pool!

Post by MileHighGuy »

I have exactly one light
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Re: Out of space in lighting state pool!

Post by Teancum »

Sorry man, you've hit a limit. 1024x1024 is massive for the engine -- like incredibly so. Most Pandemic maps are only 128x128 or 256x256. Yours is 16 times the largest Pandemic map. Besides, you won't actually be able to fill a map that large with units to fight.
MileHighGuy
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Re: Out of space in lighting state pool!

Post by MileHighGuy »

Could I make it work with portals and sectors?
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Re: Out of space in lighting state pool!

Post by AQT »

No. That's not how portals and sectors work. http://www.gametoast.com/viewtopic.php?p=477312#p477312
MileHighGuy
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Re: Out of space in lighting state pool!

Post by MileHighGuy »

Would it help if I were to remove the reflections from the water? Is that even possible?
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Re: Out of space in lighting state pool!

Post by THEWULFMAN »

It's sorta possible, no it wouldn't work. I highly suggest you cut it in half and go for 512x^2, trust me it's plenty large enough for even purely vehicle based maps.
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Re: Out of space in lighting state pool!

Post by MileHighGuy »

Well I managed to get it working, with all the water placed down. I had to set the FarSceneRange to a low 50 and set LODDecimation to a high 12. Far away, the water is visibly gone but it works.

2 questions:

What does LODDecimation do exactly? I know what LOD and Decimation are but I cant picture how the game uses it.

Can I somehow cover up the "bald spot" of the missing water by perhaps making a msh only visible from far away?
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