Max_map_faces

GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">All textures are 1:1 size</div> I've reached my max Faces limit, and even setting all of my textures to 1:1 size doesn't fix the problem. So that leaves one thing: my map is too complex. Is there anything else I can do? Am I going to have to completely redesign my map?

Comments

  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    Here's my compile log: I also ran optimize with this.

    <!--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--> hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlcsg -----
    Command line: "C:\Game Design\Hammer\tools\hlcsg.exe"-noskyclip -wadautodetect -cliptype precise -hullfile "C:\Program Files\Steam\SteamApps\tshannon@jc.edu\half-life\nsp\nshulls.txt"-wadinclude sky.wad -wadinclude zeditor.wad -texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"
    Loading hull definitions from 'C:\Program Files\Steam\SteamApps\tshannon@jc.edu\half-life\nsp\nshulls.txt'
    Entering C:\Game Design\Hammer\maps\ns_incursion.map

    Current hlcsg Settings
    Name                |  Setting  |  Default
    ---------------------|-----------|-------------------------
    threads              [      1 ] [  Varies ]
    verbose              [    off ] [    off ]
    log                  [      on ] [      on ]
    developer            [      0 ] [      0 ]
    chart                [    off ] [    off ]
    estimate              [    off ] [    off ]
    max texture memory    [ 4194304 ] [ 4194304 ]
    max lighting memory  [ 6291456 ] [ 6291456 ]
    priority              [  Normal ] [  Normal ]

    noclip                [    off ] [    off ]
    null texture stripping[      on ] [      on ]
    clipnode economy mode [      on ] [      on ]
    clip hull type        [ precise ] [  legacy ]
    onlyents              [    off ] [    off ]
    wadtextures          [      on ] [      on ]
    skyclip              [    off ] [      on ]
    hullfile              [ C:\Program Files\Steam\SteamApps\tshannon@jc.edu\half-life\nsp\nshulls.txt ] [    None ]
    nullfile              [    None ] [    None ]
    min surface area      [  0.500 ] [  0.500 ]
    brush union threshold [  0.000 ] [  0.000 ]

    Using mapfile wad configuration
    Wadfiles not in use by the map will be excluded
    Wadinclude list :
    [zhlt.wad]
    [sky.wad]
    [zeditor.wad]

    50 brushes (totalling 300 sides) discarded from clipping hulls
    CreateBrush:
    (100.56 seconds)
    SetModelCenters:
    (0.06 seconds)
    CSGBrush:
    (18.61 seconds)

    Including Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\zeditor.wad
    - Contains 4 used textures, 4.82 percent of map (5 textures in wad)
    Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns2.wad
    - Contains 24 used textures, 28.92 percent of map (296 textures in wad)
    Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns.wad
    - Contains 50 used textures, 60.24 percent of map (578 textures in wad)
    Including Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\sky.wad
    - Contains 2 used textures, 2.41 percent of map (2 textures in wad)
    Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns_tanith.wad
    - Contains 2 used textures, 2.41 percent of map (101 textures in wad)
    Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns_nothing.wad
    - Contains 1 used texture, 1.20 percent of map (5 textures in wad)

    added 2 additional animating textures.
    Texture usage is at 2.52 mb (of 4.00 mb MAX)
    120.33 seconds elapsed [2m 0s]

    -----  END  hlcsg -----



    hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlbsp -----
    Command line: "C:\Game Design\Hammer\tools\hlbsp.exe"-subdivide 240 -texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"

    Current hlbsp Settings
    Name              |  Setting  |  Default
    -------------------|-----------|-------------------------
    threads            [      1 ] [  Varies ]
    verbose            [    off ] [    off ]
    log                [      on ] [      on ]
    developer          [      0 ] [      0 ]
    chart              [    off ] [    off ]
    estimate            [    off ] [    off ]
    max texture memory  [ 4194304 ] [ 4194304 ]
    priority            [  Normal ] [  Normal ]

    noclip              [    off ] [    off ]
    nofill              [    off ] [    off ]
    noopt              [    off ] [    off ]
    null tex. stripping [      on ] [      on ]
    notjunc            [    off ] [    off ]
    subdivide size      [    240 ] [    240 ] (Min 64) (Max 512)
    max node size      [    1024 ] [    1024 ] (Min 64) (Max 8192)


    SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...13000...13500...14000...14354 (3.94 seconds)
    Warning: === LEAK in hull 0 ===
    Entity light @ (-448,-328,-336)
    Error:
      A LEAK is a hole in the map, where the inside of it is exposed to the
    (unwanted) outside region.  The entity listed in the error is just a helpful
    indication of where the beginning of the leak pointfile starts, so the
    beginning of the line can be quickly found and traced to until reaching the
    outside. Unless this entity is accidentally on the outside of the map, it
    probably should not be deleted.  Some complex rotating objects entities need
    their origins outside the map.  To deal with these, just enclose the origin
    brush with a solid world brush

    Leak pointfile generated

    Error: Exceeded MAX_MAP_FACES
    Description: The maximum number of faces for a map has been reached
    Howto Fix: This error is typically caused by having a large face with a small texture scale on it, or overly complex maps.


    -----  END  hlbsp -----



    hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: "C:\Game Design\Hammer\tools\hlvis.exe"-full -texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"
    >> There was a problem compiling the map.
    >> Check the file C:\Game Design\Hammer\maps\ns_incursion.log for the cause.

    -----  END  hlvis -----



    hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlrad -----
    Command line: "C:\Game Design\Hammer\tools\hlrad.exe"-lights "C:\Game Design\Hammer\tools\ns.rad"-texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"
    >> There was a problem compiling the map.
    >> Check the file C:\Game Design\Hammer\maps\ns_incursion.log for the cause.

    -----  END  hlrad -----



    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    <!--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-->Warning: === LEAK in hull 0 ===
    Entity light @ (-448,-328,-336)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    And this error? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Not sure about the following but it seems logical <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    I think since your map is already big/detailed the <b>Exceeded MAX_MAP_FACES</b> error is a result of the <b>Leak in hull 0</b> error. Mainly because the compiler can't compile VIS and RAD due to the leak in your map. The compiler will now add the faces outside the map (not textured in NULL) to the face count and this would cause the <b>Exceeded MAX_MAP_FACES</b> error.

    If your map is to detailed it can only be fixed by getting rid of the leak and some of the detail in the map. Otherwise getting rid of the leak should do it, I hope.
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