A Little Evil Error.

DarkDruidDarkDruid Join Date: 2003-07-29 Member: 18537Members
<div class="IPBDescription">Yep, its evil.</div> Ok, I am new to ns, not to mapping as I have mapped since hl has come out. Now I am using the new ns compile tools and everything. but when I compile my map, it says

<!--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-->1698 portalleafs
6385 numportals
Error: Exceeded MAX_PORTALS_ON_LEAF
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Now, I have never come across the problem, and the map still works fine in hl. The only problem is that it doesn't compile my lighting. I know this doesn't just happen in ns. But since I do have the tools, how exactly do I make this work?

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    First, it means that VIS wasn't run and therefore, your map will (if it will get big) run like crap.

    Secondly, your problem is <a href='http://www.valve-erc.com/content/resources/zhlt/ZHLTProblems.html' target='_blank'>here</a>. Just scroll down to the MAX_PORTALS_ON_LEAF. Good luck! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    we all have little evil errors at times. funny thing is that there are always new ones. its like the compile tools "generate" errors.
    <a href='http://vibrants.dk/jchq/faq/errors.htm' target='_blank'>good source for hl mapping related errors</a>

    "NS needs an Ornos that hovars without flapping."
  • DarkDruidDarkDruid Join Date: 2003-07-29 Member: 18537Members
    Ahh thanks for the help guys, I fixed that problem, but my question is how does the engine know where a room is? See I am making the ready room, and I got all these pods that everyone starts in. And I had too many in one room. But on your guys ns maps you have much more ready room spawn points then I do yet. How did you get that working?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    "rooms" are leafes, little invisible blocks averagely as big as an onos.
    The whole visible volume of your map gets filled with them. How this happens is more or less random.
    A leaf has the same shape-rules as any brush (must be round...).
    Leafes are connected to each other by leaf portals.
    By adding curves and walls you enforce leafes to split up more.
    its all that determines r_speeds, too.
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