[R-CON]Mineral wrote:Yeah, Rabbit says for him the map is final. And the editor for some reason always crashes for him when rendering lightmaps. I also have a script ready that checks for changes between map versions (the statics) so it leaves out statics that haven't changed. This should help if rabbit should decide to move a few things around

(thanks to hawker btw to help with the script!)
What's this script excatly? is it just a normal comparison script or is it more technician than that? Would be really good to have
The problem is that if statics change, then its not just as simple as importing the new ones, you also need to delete out the old ones from the max scene and also reLM any statics that while haven't changed location, are going to have different shadows cast on them from the changed statics.
[R-CON]Mineral wrote:So would you recommend using it? What do I have to do exactly. the official doc is really unclear.
The "official doc" or tut has quite a few mistakes in it and ye, that bit is only mentioned in the comments of it iirc, really I need to make my own LMing tut but ye, don't have the time and not sure how helpful it would be at this point
Anyways it only really applies when importing the terrain since its so memory intensive but here's more info:
TurboSquid -- Forum Posts
3dsmax sets aside a set amount of memory for use in scripts, the import plugin you are using is one such script.
Load the Listener window (F11) type "heapsize" and push enter and it will show how much memory is being allocated for use in scripts.
To increase type "heapsize += 10000000" where 10000000 is the amount of bytes to increase by. You can't decrease, reloading 3dsmax will set the assigned memory to default. Don't increase the memory too much, I think default is about 20 meg, try increasing it by 10 meg at a time and importing the file. You could add the heapsize command to a startup script so you always have more memory for scripting purposes, but this leaves less memory for actually working in max.