Ok. Unless I want to rebuild material libraries in Max 8, since they don't export from 2009 to 8, anyone want to tell me how to increase scripter memory so that I can get bluestreak to work in 2009 lol?
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Ok. Unless I want to rebuild material libraries in Max 8, since they don't export from 2009 to 8, anyone want to tell me how to increase scripter memory so that I can get bluestreak to work in 2009 lol?
Maxscript -> Maxscript Listener
heapSize *= 2
should do it
No dice, it still hangs on when I hit export JMS, and then automatically begins increasing the heap size until around 45000000
I dunno what's up with your max, but there might be a lot of wasted memory. You should try a manual garbage collection (type gc() in the listener).
heapSize *= 2
15360000L
gc()
11464936L
No idea what this means, but it still didn't work :(
Oh, well it looks like you only have 11MB of available memory out of a total of 15MB of allocated memory. Set your heap size to ~150MB, and it should work, I guess.
heapSize = 150000000
Layout looks pretty awesome, nice to see a measure of vertical separation between paths beyond just "high" and "low" like most maps.
K, so:
First off, how about this Ross:
http://i118.photobucket.com/albums/o...selowrates.jpg
Then, I realize the layout is a little unclear from just a top pic, you gents should understand that right now it's like this:
http://i118.photobucket.com/albums/o...rrentsetup.jpg
Similar to Danger Canyon's middle room with the rod and snipers, you can enter the middle path inside from jumping from a ledge or you can use your team's path to reach the bridge. However, unlike DC, the way the middle is set up means that you have to cross the bridge if you want to go back through the other team's tunnels, which should make for good game-play and a center that performs more like ice field's bridge.
However, as far as the end of the tunnel's that connects the center room to the bases, we plan some changes:
http://i118.photobucket.com/albums/o...uturesetup.jpg
Brown is tunnels, in case you're, well, never mind. Anyway, we'll try to add curves in the shorter tunnels so that it takes a virtually identical amount of time to make the journey regardless of which side you're on.
Unlike gearbox, we will not be trying to construct the map entirely out of heavy weapons though--likely there will be two flamers, a rocket, and *maybe* one rod. Right now we have one r-hog and one c-hog per team, although we may use a grove-like set up, (one r-hog two c-hogs.)
Any input on anything would be good.
E: If anyone is having trouble with my description of the center layout, I hope this visual aid will, umm, aid.
http://i118.photobucket.com/albums/o...iddlechart.jpg
I was suggesting the texture be broken up into panels, actually... if you were to model on the kinds of patterns I'm thinking of you'd probably double the polycount.
I wasn't entirely aware they were placeholder textures before, hence the suggestion.