Error Exceeded Max_leaf_faces

AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
<div class="IPBDescription">Eh... What The Hell</div> hlbsp: Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect

i had just finehed putting some prefabs from HL in my Cc room. i put a large box around the room and hid the rest of the map. (as i have done before to test one room) when i complied i got the error.

a few texturs are scalled down to about .25. but this has never been a problem before. i tried compi;ing without the prefabs and still got the same error. all brushes are world brushes. (including the prefabs)


what shoudl i do

edit: PS what is a leaf face and how do i minimize them.

Comments

  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    pulled from the 'Common Mapping Problems and Errors' post at the top of the forum:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Go to Edit > Select All and then open your texture editor. First make sure that all textures are aligned to world by checking the "World Alignment Checkbox". Next go to Scale and input 1.00 on X and 1.00 on Y. Do the same to the right setting it back to it's default of 0 x 0. Rotation should also be set to 0. Now hit apply. Your textures will remain but your scaling will all be lost. Save as ns_yourmapUNTEXD (Or something else, this is for diagnostic purposes, I don't want you to lose all your texture information so just make sure you don't save over your existing original) and recompile. If this solves your problem then you have a texture alignment or scaling problem and tracking that down could take awhile. If this does not resolve the problem then you may want to try goggling an answer or PMing someone more knowledgeable like XP-Cagey.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Asterisk+Mar 12 2004, 10:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asterisk @ Mar 12 2004, 10:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hlbsp: Error: Exceeded MAX_LEAF_FACES
    Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
    Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect

    i had just finehed putting some prefabs from HL in my Cc room. i put a large box around the room and hid the rest of the map. (as i have done before to test one room) when i complied i got the error.

    a few texturs are scalled down to about .25. but this has never been a problem before. i tried compi;ing without the prefabs and still got the same error. all brushes are world brushes. (including the prefabs)


    what shoudl i do

    edit: PS what is a leaf face and how do i minimize them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A leaf is a chunk of 3D space generated by the compiler; a BSP is made up of a bunch of leaves that are connected together to form the interior of your level. Each leaf face is one flat section of the boundary of a leaf--just like a brush face is a part of the boundary of a brush.

    The MAX_LEAF_FACES error means that you have a leaf that has 33 or more faces -- it's like having a 33 sided brush. The compiler chokes on that number because it reserves 32 slots to store faces for each leaf while processing.

    There are a few things that cause a leaf to have extra faces; if you have many small brushes sticking into a larger area, the small brushes will carve up 3D space and create more leaves; the extra carving can also result in extra faces. The fix is to move smaller brushes and brushes that are angled relative to the room or jut into the room into one or more func_walls so they don't cut up the worldspawn.
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
    so basicly keeping world brushes away from directly touching each other will cut down on leaf faces. like moving a shelf a little bit away from a wall.
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