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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »ERROR Rasterize memory pool exceed

Author Topic: ERROR Rasterize memory pool exceed (7 messages, Page 1 of 1)
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Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 16, 2011 02:27 PM    Msg. 1 of 7       
I donīt know why, but this sound me a scenery saturation. In sapien, everytime I try to put a squad or encounter, sapien tell me a ERROR!

Rasterize memory pool exceed.

In halo some scenery objects or models start to disappear, I think this problem is caused bye the scenery objects, and the map is multiplayer.

Did somebody know how to fix this error, and make the scenery do not disappear??

Some people told me that this problem si called "Garbage" IN HALO.
The map donīt have dead bipeds, decals, etc. Only AI and a lot of houses and trees (Ghost Town) please answer


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 16, 2011 03:24 PM    Msg. 2 of 7       
WARNING: 1 clusters in structure_bsp levels\taos\taos have no background sound o
r sound environment.
culling uncompressed model vertices...done
culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
structure bsp 'levels\taos\taos' is 0.55M
tag headers and names are 0.28M
streaming model vertex and index buffers...done
streaming tags...................................done
writing vertex and index buffers...done 13.93M
writing tags...done (3567 tags for 10.67M)
total tag size is 11.22M (11.78M free)
compressing 85.86M...done
successfully built cache file.
Cache pack file bitmaps hits: 802 for 36.47M
Cache pack file bitmaps adds/misses: 248 for 30.77M
Cache pack file sounds hits: 646 for 10.43M
Cache pack file sounds adds/misses: 1550 for 30.74M
Cache pack file loc hits: 104 for 0.22M
Cache pack file loc adds/misses: 1 for 0.00M


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 16, 2011 03:51 PM    Msg. 3 of 7       
Computer: Dell
Model: Studio 1558

Intel(R) Core(TM) i5 CPU M 450 2.40GhZ

RAM: 4GB

My computer is new
Edited by Georgespartan01 on Feb 16, 2011 at 03:53 PM


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 16, 2011 05:07 PM    Msg. 4 of 7       
The problem is in the game too, while playing, some houses and trees start to dissappear :S


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 16, 2011 08:43 PM    Msg. 5 of 7       
Is there a way to fix this? Because, seriusly this map is so cool, and will suck if you see houses dissappear from nowhere


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 16, 2011 09:53 PM    Msg. 6 of 7       
There are two ways to interpret this

1. Are your houses and trees part of your BSP? If so, then is your map really big? I think halo only renders a set amount of triangles and faces start to disappear when the poly count of everything in the game exceeds 50,000+ faces. Correct me If I'm wrong.

2. Are your houses and trees scenery tags? If so, then remember to create some collision models as I have had these problems with random disappearing models without collision.


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 16, 2011 10:07 PM    Msg. 7 of 7       
The houses are scenery tags, and they have collision geometry, The biggest house of the map have 2,000 polys!

 

 
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