Max_map_planes
Lord_Requiem
Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Need tips to get rid of it.</div> I somehow reached max map planes on andromeda I do not know how. The geometry is about 80 percent done, I still have to add one more hive location and a few small rooms, but I don't know how to get rid of this max_map_planes compile error. I know it means the map has too many brushes, i.e. its too complex, but how do I make it less complex without sacrificing what I've built so far. Tips from people who have dealt with this before, if possible.
Comments
If you add -sparse you will never get the error but the map will take longer to compile, if you add -chop 128 (or 96 depending on how close you are to the limit) you still need to make sure your patches stay under 64k or you will get the error again. Also, making your chop value higher makes the lighting more jagged, like the staircase effect, but this can be fixed for nicer compiles by adding -extra to the command line.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=10676&hl=' target='_blank'>http://www.unknownworlds.com/forums/in...f=4&t=10676&hl=</a>
Here are a few excerpts, about your problem, since I had the same.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That crash can happen if you've run over the planes limit. The only way to know for sure is to start deleting chunks of your map and trying to re-compile. As soon as the compile can make its way past the CSG step successfully, add -chart to CSG so that you can see how your planes usage is. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Add "-chart" to hlcsg when your map barely compiles and see if anything is nearly full (90%+). If so, try to reduce that number. If you don't know how to, ask in this forum, or Valve-ERC.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Scaling textures won't affect the number of planes in your map at all. Don't confuse w-polys with planes. They are very different things.
By the way, adding -chart to CSG won't help you see what's wrong if CSG performs an illegal op, and even if it doesn't, I've noticed that if you're too far over the plane limit and an illegal op doesn't happen, the planes usage is shown as zero. If this happens, you'll know you gone way over the limit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Planes are what you manipulate in the editor, not what is shown in game. Every face of every brush counts as a plane, whether it is visible, or forms the exterior of your brushwork facing the void. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the face simply exists it will add to the plane count. The thing to do here is clean up your brushwork. If you ever used two brushes where one would suffice, switch it up. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
besides what is listed there, another common cause for noobs is to skybox in their level. but as an NS mapper you are probably beyond that stage, right?
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<a href='http://dictionary.reference.com/search?q=plane' target='_blank'>Dictionary definition</a>, in this case we are refering to a the mathematical or geometric defintion of a plane.
A plane is a 2 dimensional slice through 3 dimensional space.
Back to mapping...
Do you have any rocky surfaces, these cause a hell of a lot of planes i'm told.
If youve made glass designs you could always try to make the designs themselves into a texture...
Not sure if thats what your asking but what the heck.
-edit-
Also if you have a whole lot of windows next to each other you could just stretch the glass through the walls... I THINK that would reduce some planes.
And i think ever surface of every brush is a plane. I dont think point entitys count towards planes though...
So all i can say is strech man STRETCH <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
So while you can do the outsides of arches with it,insides of arches are a big nono for a solid.
-edit-
Just chcked witha friend, it is concave thats a big no no in a single solid.
While you can make the outside of it, the inside of the C shape would make your solid an invalid shape.
And when i say solid i mean brush... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
thats about as well as i can explain it im afraid. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->