Is any familiar with hlbsp errors?

Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
If this means what I think it means, I'm in deep s**t.

Error: Readsurfs_(Line 1): 19182 > g_numplanes

I can't for the life of me find a definition of g_numplanes anywhere on the net, but I have a bad feeling I know what it means.  Can anyone verify?

Also, has anyone else had HLCSG perform an illegal operation consistently?  I was getting this until I backed up and deleted a clip brush, then it started happening again after I <i>deleted</i> a couple of brush entities.

I'm going to bed now to have bad dreams. :/



<!--EDIT|Relic25|Feb. 18 2002,22:08-->

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    *shudders*
    I don't like the sounds of that... Not positive, but I'm guessing it means the same thing as you are thinking... Half-Life wasn't meant for this. Flayra, maybe if you ask real nice, Valve will give us the TF2 engine early. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    Best of luck relic. I really hope that doesn't mean what I think it does. But in all reality, I think the engine is a bit too outdated for all of this. Due to the engine's low poly limits I'm probably going to have to either scrap my own level and start over, or redo some major areas.

    I don't think the engine can really handle what we all want to do with it.  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Oh -no-! This mod -can't- be stopped by a silly little limitation in the ENGINE! Noooo!!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hmm.. on <a href="http://planethalflife.com/snarkpit/editing/compiling.htm" target="_blank">this</a> page on the snarkpit, it gives definitions of compiling errors....

    There is a "Readsurfs:xxxx >> numplanes"

    It doesn't give any description, and the only thing it says to do about it is: "Recompile"

    But this is "g_numplanes"
    Possibly the zhlt version of numplanes?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    According to Zoner, there is a limit of 4096 brushes and 1024 entities. How many brushes do you have?

    I'm still trying to find some more info here. I do <i>not</i> want this to be happening.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Relic25+Feb. 18 2002,22:04--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Relic25 @ Feb. 18 2002,22:04)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Also, has anyone else had HLCSG perform an illegal operation consistently?  I was getting this until I backed up and deleted a clip brush, then it started happening again after I <i>deleted</i> a couple of brush entities.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I had this happen once before, using Merl's build on Win2k... HLCSG crashed every time I tried to use a custom .wad configuration. He recoded it, using me as a test subject, and it worked fine after that... I dunno where that .exe file went, though...
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    ive seen this error in compiling one of my own maps... i
    think it was about some very advanced brush use... like an error when it tried to slice up the brushes...
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I really hope it's something like that Infinity, rather than relic meeting the HalfLife engine brush or plane limit.

    I have emailed Zoner about the error, as I couldn't find a single thing written about it either. I hope he can find it in his heart to reply.
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    A limit of 4096 brushes is complete b0ll0x.  I hav maps with way more than that that compile and run fine!  When you say 1024 entitie, is that point entities.  I always thought the brush entity limit was 350...
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Well, I'm way below those limits anyway.  There are approx. 2900 brushes, 240 brush entities, and 280 point entities.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Freestyler+Feb. 19 2002,05:34--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Freestyler @ Feb. 19 2002,05:34)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->When you say 1024 entitie, is that point entities.  I always thought the brush entity limit was 350...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    A lot of the entities like func_door's, alien_grunt's, and explosions actually use up about 10 or so entities which contribute to your total, but visually they appear to take up one. That may explain why the limit on entities may seem lower than what it really is.


    Relic,
    This is probably a dumb question, but have you tried recompiling?
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Yes.  The error occurs <i>during</i> the compile.  It can't complete (it won't even start) HLBSP, so the compile never finishes.

    Btw, it's not a dumb question.  It's always a good idea to try the "D*ick & Jane" stuff first.  Sometimes it's easy to overlook such things. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    *edit*  hehe.  The auto-censor seems unable to differentiate between names and obscenities.



    <!--EDIT|Relic25|Feb. 19 2002,14:33-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Relic25+Feb. 19 2002,13:32--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Relic25 @ Feb. 19 2002,13:32)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Btw, it's not a dumb question.  It's always a good idea to try the "D*ick & Jane" stuff first.  Sometimes it's easy to overlook such things. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Hehe, alright... Have you used WC's "Check for Problems" feature? Maybe it's just a stupid texture warp or something... (I doubt it.)
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Relic i think you maybe can ask badmofo as he also is an mapper that pushes wc and the hl engine to its limits. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    As i know he had alot of problems when finalizing the up regime map for uncrossable parallel.
    because of the limitations of the engine. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    You probably don't need me to tell you this but here is what I would do if I was in your situation:

    1. Make aprox. seventy backup copies of ns_bast.rmf, .map, and .bsp. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    2. Zoom all the way out in your top-down view in WC, and set your grid to 128.

    3. Mentally divide the level (I'm assuming it takes up quite a bit of space on the grid) into 64 different sectors, clearly marked by the larger grid squares.

    4. Completely wipe out or delete each sector one at a time, until you can compile again. (I would start near where you have been working most recently.)

    5. If it works right away, take one of the backup copies, and delete a totally different sector far away from the previous one.

    6. If it works now too, then I'm guessing you've met a certain engine limit.

    Of course when deleting sectors, be sure to patch up the big gaping holes you left so you dont get leaks (duh! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ).

    It may be a lot of work but you should be able to narrow it down to the problem area this way.

    After infinity's comment, and the fact that you are nowhere near the brush limit, my best guess is that it is just some simple problem with a complex brush or something. I hope so. I'm just afraid of what the compiler was doing.. the way taking some brushes out caused the error, as did adding some. This is supposed to be a <i>good</i> week for NS... not the week bast gets canned.

    Best of luck again.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Don't fret too much. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> I have many, many versions of bast as backup.  I will only have lost about 3 hours of work if I can't get this problem solved with the last build, but it will be a much more serious problem if I have indeed reached the max surface limit.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    Here's the relevant limits in Zoner's Half-Life Tools - as shamelessly C&Ped from the source code. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    <!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->

    // upper design bounds

    #define MAX_MAP_HULLS            4
    // hard limit

    #define MAX_MAP_MODELS         400
    // variable, but 400 brush entities is very stressful on the engine and network code as it is

    #define MAX_MAP_BRUSHES       8192
    // arbitrary, but large numbers of brushes generally require more lightmap's than the compiler can handle

    #define MAX_ENGINE_ENTITIES   1024

    #define MAX_MAP_ENTITIES      2048
    // hard limit, in actuallity it is too much, as temporary entities in the game plus static map entities can overflow

    #define MAX_MAP_ENTSTRING   (512*1024)
    // abitrary, 512Kb of string data should be plenty even with TFC FGD's

    #define MAX_MAP_PLANES      32767
    // (from email): I have been building a rather complicated map, and using your latest
    // tools (1.61) it seemed to compile fine.  However, in game, the engine was dropping
    // a lot of faces from almost every FUNC_WALL, and also caused a strange texture
    // phenomenon in software mode (see attached screen shot).  When I compiled with v1.41,
    // I noticed that it hit the MAX_MAP_PLANES limit of 32k.  After deleting some brushes
    // I was able to bring the map under the limit, and all of the previous errors went away.

    #define MAX_MAP_NODES        32767
    // hard limit (negative short's are used as contents values)

    #define MAX_MAP_CLIPNODES    32767
    // hard limit (negative short's are used as contents values)

    #define MAX_MAP_LEAFS         8192
    // hard limit (halflife depends on it to setup pvs bits correctly)

    #define MAX_MAP_VERTS        65535

    #define MAX_MAP_FACES        65535

    #define MAX_MAP_MARKSURFACES 65535

    // hard limit (data structures store them as unsigned shorts)

    #define MAX_MAP_TEXTURES       512
    // hard limit (halflife limitation)

    #define MAX_MAP_TEXINFO      32767
    // hard limit (face.texinfo is signed short)

    #define MAX_MAP_EDGES       256000

    #define MAX_MAP_SURFEDGES   512000

    // arbtirary

    #define DEFAULT_MAX_MAP_MIPTEX      0x400000
    // 4Mb of textures is enough especially considering the number of people playing the game
    // still with voodoo1 and 2 class cards with limited local memory.

    #define MAX_MAP_LIGHTING    0x400000
    // arbitrary

    #define MAX_MAP_VISIBILITY  0x200000
    // arbitrary

    // these are for entity key:value pairs
    #define MAX_KEY                 32
    #define MAX_VALUE             4096
    // quote from yahn: 'probably can raise these values if needed'

    // texture size limit
    #define MAX_TEXTURE_SIZE     ((256 * 256 * sizeof(short) * 3) / 2)
    // this is arbitrary, and needs space for the largest realistic texture plus
    // room for its mipmaps.'  This value is primarily used to catch damanged or invalid textures
    // in a wad file
    <!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    WorldCrft brushes are not game brushes.  Just something to keep in mind when you say "My level has X brushes"

    Anyways, have you tried compiling with -chart and seeing what may be full (or almost full)?
    That might shed some light on the problem.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I think I have a more fundamental problem here.  When I do a -chart compile, I get the following.  I'm fairly sure there should be numbers where the zeros are, which tells me something is going very wrong during the CSG calc's.

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              0/400            0/25600    ( 0.0)
    planes            404/32767       8080/655340   ( 1.2)
    vertexes            0/65535          0/786420   ( 0.0)
    nodes               0/32767          0/786408   ( 0.0)
    texinfos        11658/32767     466320/1310680  (35.6)
    faces               0/65535          0/1310700  ( 0.0)
    clipnodes           0/32767          0/262136   ( 0.0)
    leaves              0/8192           0/229376   ( 0.0)
    marksurfaces        0/65535          0/131070   ( 0.0)
    surfedges           0/512000         0/2048000  ( 0.0)
    edges               0/256000         0/1024000  ( 0.0)
    texdata          [variable]          0/5242880  ( 0.0)
    lightdata        [variable]          0/4194304  ( 0.0)
    visdata          [variable]          0/2097152  ( 0.0)
    entdata          [variable]          0/524288   ( 0.0)
    0 textures referenced
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Never mind, folks.  What happened was that I took a flying leap over the limit of allowable planes (well, not a flying leap, but I still went over).  It's a drag, but it's not a map killer.  I'll just have to take out some neat *sigh* but not totally <i>necessary</i> areas to free up some faces.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Relic25+Feb. 19 2002,21:29--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Relic25 @ Feb. 19 2002,21:29)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I'll just have to take out some neat *sigh* but not totally <i>necessary</i> areas to free up some faces.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    And possibly include them in a sequel, no? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    AHA!!!  I new it!  Although I'm deeply saddened by the fact that you gotta cut stuff out (trust me i know your pain...my almost final build of regime for UP was 100% over the max poly limit)...but at the same time i've gained a little of my sanity back...i knew there couldn't be any possible way to fit all that beautiful detail into one map.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    Yeah limits are a pain.  One of the reasons I like mapping in other engines is that levels can be alot bigger than HL's (and more detailed to boot).
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    i got an error just like that for all the maps i make for every mod i have, and i cant find the problem =(
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    <!--QuoteBegin--badmofo+Feb. 19 2002,23:46--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (badmofo @ Feb. 19 2002,23:46)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->AHA!!!  I new it!  Although I'm deeply saddened by the fact that you gotta cut stuff out (trust me i know your pain...my almost final build of regime for UP was 100% over the max poly limit)...but at the same time i've gained a little of my sanity back...i knew there couldn't be any possible way to fit all that beautiful detail into one map.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Sorry, Relic, but I have to agree with BadMofo here <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    I'm not going to drop out detail, just eliminate a path or two that aren't needed (and that no one has seen screens of yet&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I'm really glad this is the approach you are taking with this.. rather than cutting detail. Bast wouldn't be Bast without the detail. Or something. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    we haven't seen screens of what your cutting out???  <loses sanity all over again>
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