AllocBlock:full crashThe AllocBlock section in the compile window will tell
you how many allocation blocks you have filled. “64” is
In the error scenario I found myself in was that I had
used too small texture scale on mainly large brushes.
Note: Null/Nodraw textures and other tool-textures like Trigger, Hint, Skip and Sky will also eat up allocation memory eventually. So make sure they are as big as possible. I usually use the "Fit" button in "Surface Properties" dialogue window to stretch the texture over each side of the brush.
Default size can be 1, try 2 or even larger if possible without loosing to much detail.
The more you adjust this the fewer AllocBlock you will
see in the compile log.
Let's say you got info of 69/64 when the crash is present.
Then you got 5 too many. Aim at 64/64 or lower.
You can check your texture density/scale with the UV texture tiling tool
(Screenshot is from J.A.C.K Hammer editor).
In the image you can see the orange lines representing varying UV density.
• For faster testing uncheck VVIS, RAD and only compile BSP which holds this info.
• Compile times should also get smaller by doing this.
Visit Valve Developer Community for more info and possibly other solutions to this error. My solution works for me and I am able to reproduce the problem.