Dmap
From The DarkMod Wiki
started by Fidcal
This article can include anything about dmap. I just started it as a placeholder to list when and when not to....
When do I need to dmap?
- After creating new brush or patch worldspawn.
- After moving/rotating new brush or patch worldspawn.
- After renaming a brush or patch entity, eg, func_static.
- After rotating a brush or patch entity, eg, func_static.
- After adding AI may need pathfinding recalculating (included in dmap by default.)
- After adding or moving a light (shadows are precalculated for static, shadowcasting lights).
When do I NOT need to dmap?
- After adding a path_corner or other path entities.
- After moving a brush or patch entity
- After changing a spawnarg (entity keyvalue), unless it affects the origin or rotation of a model.
Troubleshooting
Malloc Errors
If you get malloc (memory allocation) errors while dmapping then this might be due to the limitation of the program even if you have plenty of RAM. If you have 3GB RAM or more then you can get Dark Mod (doom3) to access up to 4GB by using a 3rd party patch called NTCore. This is a simple Windows application. You just browse to Doom3.exe and click it and it fixes it and makes a backup just in case. That's it! Here is the link.....
[NTCore]