<!--quoteo(post=1595685:date=Jan 7 2007, 04:18 AM:name=DarkATi)--><div class='quotetop'>QUOTE(DarkATi @ Jan 7 2007, 04:18 AM) [snapback]1595685[/snapback]</div><div class='quotemain'><!--quotec--> Hey guys, had me some surgery yesterday... still working on the map. (with one hand) I can't do much of anything with my left hand for 6 weeks.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Hmm, I've gone for one week without me left hand (bruising makes it hard to use <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) 6 freaking weeks sucks man!
Broke my wrist before on my right hand, I'm right handed. Had to go school and try and write with left etc. Little under 4 weeks it was out of action for.
I once got a paper cut on my right hand, I couldn't do anything with it... it hurt =[
Darkati, if you're wondering. Your stupid screenshots are up on my page <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Jeebus, man, release an ALPHA TEST for SOME of us at least!
Like host a private server that only a few ppl could join (me included please, I may not map myself but I know good stuff from bad stuff in maps just from hanging around all you!).
Yeah...like PM the map and the files and stuff to those few you choose then test the gameplay itself with a few simple hallways to fill in for stuff you plan on making later or something.
Nice. Especially the lighting. Adds to the atmosphere. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1599120:date=Jan 15 2007, 09:33 PM:name=Spawn_of_Chaos97)--><div class='quotetop'>QUOTE(Spawn_of_Chaos97 @ Jan 15 2007, 09:33 PM) [snapback]1599120[/snapback]</div><div class='quotemain'><!--quotec--> Jeebus, man, release an ALPHA TEST for SOME of us at least!
Like host a private server that only a few ppl could join (me included please, I may not map myself but I know good stuff from bad stuff in maps just from hanging around all you!).
Yeah...like PM the map and the files and stuff to those few you choose then test the gameplay itself with a few simple hallways to fill in for stuff you plan on making later or something. <!--QuoteEnd--></div><!--QuoteEEnd-->
Well it's so close to BETA now I'm just going to wait a few more days (hopefully).
I still have to finish one more hallway - create the vent network - optimize the entities (I'm about 100 over the entity limit, not including info_player and all those that don't count) and then I should be able to compile beta1 for you guys.
I would love to playtest this map, but unfortunately I can't because I'm still on 56K at home and my ADSL is only arriving in 5 weeks time.
(Unless you hurt your right hand too. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
I would love to playtest this map, but unfortunately I can't because I'm still on 56K at home and my ADSL is only arriving in 5 weeks time.
(Unless you hurt your right hand too. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) <!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm... actually maybe it would be good to have a 56ker Beta testing the map...
Do the official maps play fine for you? Or are they too laggy to enjoy?
If the official maps are decent then I should compare with them.
Alrighty righty roo guys, got me a nice MAX_MAP_FACES error goin' on.
No compile errors, that I noticed, no problems when I use "Check for problems" in VHE either.
Here's the log:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->hlcsg v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: F:\zhlt34x86final\hlcsg.exe -wadautodetect -cliptype simple -hullfile "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\nshulls.txt"-wadinclude zhlt.wad -wadinclude ns_vargus.wad -wadinclude NS_CA_Infested.wad -wadinclude ns.wad -wadinclude ns2.wad -wadinclude "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns"-wadinclude "G:\Program Files\XP-Cagey's Compile Tools""E:\Program Files\SteamApps\ns_star9.map" Loading hull definitions from 'E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\nshulls.txt' Entering E:\Program Files\SteamApps\ns_star9.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 [ simple ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\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] [zhlt.wad] [ns_vargus.wad] [NS_CA_Infested.wad] [ns.wad] [ns2.wad] [E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns] [G:\Program Files\XP-Cagey's Compile Tools]
Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_ayumi.wad - Contains 1 used texture, 0.93 percent of map (38 textures in wad) Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_ca_infested.wad - Contains 10 used textures, 9.35 percent of map (42 textures in wad) Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\halflife.wad - Contains 13 used textures, 12.15 percent of map (3116 textures in wad) Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns2.wad - Contains 20 used textures, 18.69 percent of map (296 textures in wad) Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns.wad - Contains 60 used textures, 56.07 percent of map (578 textures in wad) Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_vargus.wad - Contains 3 used textures, 2.80 percent of map (4 textures in wad)
added 6 additional animating textures. Texture usage is at 3.90 mb (of 4.00 mb MAX) 303.77 seconds elapsed [5m 3s]
----- END hlcsg -----
hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: F:\zhlt34x86final\hlbsp.exe "E:\Program Files\SteamApps\ns_star9.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...14500...15000...15015 (15.20 seconds) BSP generation successful, writing portal file 'E:\Program Files\SteamApps\ns_star9.prt' SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000... 6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11449 (4.19 seconds) SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000... 6500...7000...7500...8000...8500...9000...9500...9548 (3.14 seconds) SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000... 6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500... 12000...12294 (4.50 seconds) 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 v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: F:\zhlt34x86final\hlvis.exe -full "E:\Program Files\SteamApps\ns_star9.map" >> There was a problem compiling the map. >> Check the file E:\Program Files\SteamApps\ns_star9.log for the cause.
----- END hlvis -----
hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: F:\zhlt34x86final\hlrad.exe -extra -sparse -smooth 80 -lights "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\maps\ns_vargusamped.rad" "E:\Program Files\SteamApps\ns_star9.map" >> There was a problem compiling the map. >> Check the file E:\Program Files\SteamApps\ns_star9.log for the cause.
----- END hlrad -----
<!--QuoteEnd--></div><!--QuoteEEnd-->
I really wish this error told me how far over the limit I am. Does anyone know if I can somehow calculate how many faces I need to strip from my map?
Any and all help is appreciated.
EDIT: Also, I'm sure this is a different number (since the compiler splits up the faces for RAD) but this is the "face" count I get in VHE when I use "Show information": 22,269.
Like I said, I'm sure this can't be the actual face value the compiler is working with but, there ya go if that helps at all.
What did you change between your last successful compile and this failed one? I find that asking myself this question often leads me to the cause of the error. Just hope and pray that it's the texture reason and not the "overly complex map" one.
(PS: I had this problem with Adrianne once when trying to add some complex brushwork. But then, that map is just so damn frikken HUGE - some lessons that I'll take to heart if I start another project.)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2007
I had this a few times with Achio, simply because of adding more detail in a small area. Do you have any map version to fall back on and then simply add the new area you created to this to see what it does to the max map faces?
The error usually comes before the null/void face stripping. Which is quite annoying, because once this process is completed you end up with a percentage which is normally less then 50% of faces :/
<!--quoteo(post=1599796:date=Jan 18 2007, 06:22 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Jan 18 2007, 06:22 AM) [snapback]1599796[/snapback]</div><div class='quotemain'><!--quotec--> I had this a few times with Achio, simply because of adding more detail in a small area. Do you have any map version to fall back on and then simply add the new area you created to this to see what it does to the max map faces?
The error usually comes before the null/void face stripping. Which is quite annoying, because once this process is completed you end up with a percentage which is normally less then 50% of faces :/ <!--QuoteEnd--></div><!--QuoteEEnd-->
You must not have the latest compile tools, or something isn't setup properly. CSG should always discard these faces prior to BSP running. (At least I think so, correct me if I'm wrong.)
<!--quoteo(post=1599922:date=Jan 18 2007, 04:38 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Jan 18 2007, 04:38 PM) [snapback]1599922[/snapback]</div><div class='quotemain'><!--quotec--> I think it discards them at the end, cause there is where I got this error...
-chart at bsp said something like arround 240% of faces then it crashed saying there was a max_map_face error
I use zhlt v3.4 Final <!--QuoteEnd--></div><!--QuoteEEnd-->
Alright guys, MAX_MAP_FACES is down for now. I then had the infamous hlbsp crash but I've fixed that as well by adjusting BSP and CSG settings. (Max Node Size: 2048, Clip Type: Precise)
VIS is running LeafThread right now. I estimate several hours. I'll let you know how it goes. I'm running settings as if this were the final build. (Vis: Full, Rad: Extra, Sparse, Smooth 80)
Comments
Get well soon!
heh. get well
Cheers,
~ DarkATi
New screenshot.
<img src="http://img.photobucket.com/albums/v650/DarkATi/newarea24.png" border="0" alt="IPB Image" />
Cheers,
~ DarkATi
Hey guys, had me some surgery yesterday... still working on the map. (with one hand) I can't do much of anything with my left hand for 6 weeks.
Just wanted to update.
Cheers,
~ DarkATi
<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope you are right handed <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I hope you are right handed <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed I am. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Cheers,
~ DarkATi
Darkati, if you're wondering. Your stupid screenshots are up on my page <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Research craft docking bay.
<img src="http://img.photobucket.com/albums/v650/DarkATi/docks.jpg" border="0" alt="IPB Image" />
Cheers,
~ DarkATi
<img src="http://img.photobucket.com/albums/v650/DarkATi/ns_star8room0005.png" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/ns_star8room0002.png" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/ns_star8room0003.png" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/ns_star8room0004.png" border="0" alt="IPB Image" />
Cheers,
~ DarkATi
P.S. The mapping continues...
Like host a private server that only a few ppl could join (me included please, I may not map myself but I know good stuff from bad stuff in maps just from hanging around all you!).
Yeah...like PM the map and the files and stuff to those few you choose then test the gameplay itself with a few simple hallways to fill in for stuff you plan on making later or something.
Jeebus, man, release an ALPHA TEST for SOME of us at least!
Like host a private server that only a few ppl could join (me included please, I may not map myself but I know good stuff from bad stuff in maps just from hanging around all you!).
Yeah...like PM the map and the files and stuff to those few you choose then test the gameplay itself with a few simple hallways to fill in for stuff you plan on making later or something.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well it's so close to BETA now I'm just going to wait a few more days (hopefully).
I still have to finish one more hallway - create the vent network - optimize the entities (I'm about 100 over the entity limit, not including info_player and all those that don't count) and then I should be able to compile beta1 for you guys.
Cheers,
~ DarkATi
I would love to playtest this map, but unfortunately I can't because I'm still on 56K at home and my ADSL is only arriving in 5 weeks time.
(Unless you hurt your right hand too. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
Wow, I'm really impressed.
I would love to playtest this map, but unfortunately I can't because I'm still on 56K at home and my ADSL is only arriving in 5 weeks time.
(Unless you hurt your right hand too. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm... actually maybe it would be good to have a 56ker Beta testing the map...
Do the official maps play fine for you? Or are they too laggy to enjoy?
If the official maps are decent then I should compare with them.
Just a thought.
Cheers,
~ DarkATi
No compile errors, that I noticed, no problems when I use "Check for problems" in VHE either.
Here's the log:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: F:\zhlt34x86final\hlcsg.exe -wadautodetect -cliptype simple -hullfile "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\nshulls.txt"-wadinclude zhlt.wad -wadinclude ns_vargus.wad -wadinclude NS_CA_Infested.wad -wadinclude ns.wad -wadinclude ns2.wad -wadinclude "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns"-wadinclude "G:\Program Files\XP-Cagey's Compile Tools""E:\Program Files\SteamApps\ns_star9.map"
Loading hull definitions from 'E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\nshulls.txt'
Entering E:\Program Files\SteamApps\ns_star9.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 [ simple ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\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]
[zhlt.wad]
[ns_vargus.wad]
[NS_CA_Infested.wad]
[ns.wad]
[ns2.wad]
[E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns]
[G:\Program Files\XP-Cagey's Compile Tools]
102 brushes (totalling 644 sides) discarded from clipping hulls
CreateBrush:
(265.63 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(33.08 seconds)
Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_ayumi.wad
- Contains 1 used texture, 0.93 percent of map (38 textures in wad)
Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_ca_infested.wad
- Contains 10 used textures, 9.35 percent of map (42 textures in wad)
Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\halflife.wad
- Contains 13 used textures, 12.15 percent of map (3116 textures in wad)
Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns2.wad
- Contains 20 used textures, 18.69 percent of map (296 textures in wad)
Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns.wad
- Contains 60 used textures, 56.07 percent of map (578 textures in wad)
Including Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_vargus.wad
- Contains 3 used textures, 2.80 percent of map (4 textures in wad)
added 6 additional animating textures.
Texture usage is at 3.90 mb (of 4.00 mb MAX)
303.77 seconds elapsed [5m 3s]
----- END hlcsg -----
hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: F:\zhlt34x86final\hlbsp.exe "E:\Program Files\SteamApps\ns_star9.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...14500...15000...15015 (15.20 seconds)
BSP generation successful, writing portal file 'E:\Program Files\SteamApps\ns_star9.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11449 (4.19 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
6500...7000...7500...8000...8500...9000...9500...9548 (3.14 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
12000...12294 (4.50 seconds)
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 v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: F:\zhlt34x86final\hlvis.exe -full "E:\Program Files\SteamApps\ns_star9.map"
>> There was a problem compiling the map.
>> Check the file E:\Program Files\SteamApps\ns_star9.log for the cause.
----- END hlvis -----
hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: F:\zhlt34x86final\hlrad.exe -extra -sparse -smooth 80 -lights "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\maps\ns_vargusamped.rad"
"E:\Program Files\SteamApps\ns_star9.map"
>> There was a problem compiling the map.
>> Check the file E:\Program Files\SteamApps\ns_star9.log for the cause.
----- END hlrad -----
<!--QuoteEnd--></div><!--QuoteEEnd-->
I really wish this error told me how far over the limit I am. Does anyone know if I can somehow calculate how many faces I need to strip from my map?
Any and all help is appreciated.
EDIT: Also, I'm sure this is a different number (since the compiler splits up the faces for RAD) but this is the "face" count I get in VHE when I use "Show information": 22,269.
Like I said, I'm sure this can't be the actual face value the compiler is working with but, there ya go if that helps at all.
Cheers,
~ DarkATi
What did you change between your last successful compile and this failed one? I find that asking myself this question often leads me to the cause of the error. Just hope and pray that it's the texture reason and not the "overly complex map" one.
(PS: I had this problem with Adrianne once when trying to add some complex brushwork. But then, that map is just so damn frikken HUGE - some lessons that I'll take to heart if I start another project.)
The error usually comes before the null/void face stripping. Which is quite annoying, because once this process is completed you end up with a percentage which is normally less then 50% of faces :/
I had this a few times with Achio, simply because of adding more detail in a small area. Do you have any map version to fall back on and then simply add the new area you created to this to see what it does to the max map faces?
The error usually comes before the null/void face stripping. Which is quite annoying, because once this process is completed you end up with a percentage which is normally less then 50% of faces :/
<!--QuoteEnd--></div><!--QuoteEEnd-->
You must not have the latest compile tools, or something isn't setup properly. CSG should always discard these faces prior to BSP running. (At least I think so, correct me if I'm wrong.)
Cheers,
~ DarkATi
-chart at bsp said something like arround 240% of faces then it crashed saying there was a max_map_face error
I use zhlt v3.4 Final
I think it discards them at the end, cause there is where I got this error...
-chart at bsp said something like arround 240% of faces then it crashed saying there was a max_map_face error
I use zhlt v3.4 Final
<!--QuoteEnd--></div><!--QuoteEEnd-->
Odd. I use zhlt 3.4 Final as well... hmm...
~ DarkATi
Alright guys, MAX_MAP_FACES is down for now. I then had the infamous hlbsp crash but I've fixed that as well by adjusting BSP and CSG settings. (Max Node Size: 2048, Clip Type: Precise)
VIS is running LeafThread right now. I estimate several hours. I'll let you know how it goes. I'm running settings as if this were the final build. (Vis: Full, Rad: Extra, Sparse, Smooth 80)
EDIT: Can't catch a break. Leaf portal errors, RAD didn't run, gotta fix 'em. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Cheers,
~ DarkATi
Someone needs to like make it possible to just compile a map and run it with like no weird stuff going on.
Like make the engine handle like 20 times as much stuff as it does now.
VALVe had better be reading this thread! (yeah right)
Cheers,
~ DarkATi