Max_patches Error

BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
<div class="IPBDescription">How do i fix this?</div> <!--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:\Program Files\Batch Compiler\Zoners Tools P Series (v1.7p15)\hlcsg.exe"-nowadtextures -wadautodetect -cliptype Precise -hullfile "C:\Program Files\Steam\SteamApps\chip_trekie@msn.com\half-life\ns\nshulls.txt"-estimate -texdata 8192 -high "C:\Program Files\Valve Hammer Editor\maps\sA map\ns_incubus_a2"
Loading hull definitions from 'C:\Program Files\Steam\SteamApps\chip_trekie@msn.com\half-life\ns\nshulls.txt'
Entering C:\Program Files\Valve Hammer Editor\maps\sA map\ns_incubus_a2.map

Current hlcsg Settings
Name                |  Setting  |  Default
---------------------|-----------|-------------------------
threads              [      1 ] [  Varies ]
verbose              [    off ] [    off ]
log                  [      on ] [      on ]
developer            [      0 ] [      0 ]
chart                [    off ] [    off ]
estimate              [      on ] [    off ]
max texture memory    [ 8388608 ] [ 4194304 ]
max lighting memory  [ 6291456 ] [ 6291456 ]
priority              [    High ] [  Normal ]

noclip                [    off ] [    off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [ precise ] [  legacy ]
onlyents              [    off ] [    off ]
wadtextures          [    off ] [      on ]
skyclip              [      on ] [      on ]
hullfile              [ C:\Program Files\Steam\SteamApps\chip_trekie@msn.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]

6 brushes (totalling 37 sides) discarded from clipping hulls
CreateBrush:
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 666

(10.53 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(6.02 seconds)

Warning: Wad file '\program files\steam\steamapps\chip_trekie@msn.com\half-life\ns\ns_delta.wad' not found, also tried 'C:\Program Files\Steam\SteamApps\chip_trekie@msn.com\half-life\ns\ns_delta.wad'
Warning: Wad file '\program files\steam\steamapps\chip_trekie@msn.com\half-life\ns\ns_glass.wad' not found, also tried 'C:\Program Files\Steam\SteamApps\chip_trekie@msn.com\half-life\ns\ns_glass.wad'
Warning: Wad file '\program files\steam\steamapps\chip_trekie@msn.com\half-life\ns\co_snow.wad' not found, also tried 'C:\Program Files\Steam\SteamApps\chip_trekie@msn.com\half-life\ns\co_snow.wad'
Warning: Wad file '\program files\valve hammer editor\wads\join_signs.wad' not found, also tried 'C:\Program Files\Steam\SteamApps\chip_trekie@msn.com\half-life\wads\join_signs.wad'
Warning: Wad file '\program files\valve hammer editor\wads\ns_ca_infested.wad' not found, also tried 'C:\Program Files\Steam\SteamApps\chip_trekie@msn.com\half-life\wads\ns_ca_infested.wad'
Including Wadfile: c:\program files\valve hammer editor\tools\zhlt.wad
- Contains 1 used texture, 0.66 percent of map (4 textures in wad)
Using Wadfile: c:\program files\valve hammer editor\nssamaurai.wad
- Contains 60 used textures, 39.74 percent of map (611 textures in wad)
Using Wadfile: c:\program files\steam\steamapps\chip_trekie@msn.com\half-life\ns\ns2.wad
- Contains 28 used textures, 18.54 percent of map (296 textures in wad)
Using Wadfile: c:\program files\steam\steamapps\chip_trekie@msn.com\half-life\ns\ns.wad
- Contains 61 used textures, 40.40 percent of map (578 textures in wad)
Using Wadfile: c:\program files\valve hammer editor\ns_bulletsiege.wad
- Contains 1 used texture, 0.66 percent of map (1 textures in wad)

added 8 additional animating textures.
Texture usage is at 5.40 mb (of 8.00 mb MAX)
18.20 seconds elapsed

-----  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:\Program Files\Batch Compiler\Zoners Tools P Series (v1.7p15)\hlbsp.exe"-estimate -texdata 8192 -high "C:\Program Files\Valve Hammer Editor\maps\sA map\ns_incubus_a2"

Current hlbsp Settings
Name              |  Setting  |  Default
-------------------|-----------|-------------------------
threads            [      1 ] [  Varies ]
verbose            [    off ] [    off ]
log                [      on ] [      on ]
developer          [      0 ] [      0 ]
chart              [    off ] [    off ]
estimate            [      on ] [    off ]
max texture memory  [ 8388608 ] [ 4194304 ]
priority            [    High ] [  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...4190 (0.53 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\sA map\ns_incubus_a2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3843 (1.75 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3046 (1.27 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4222 (1.73 seconds)
10.77 seconds elapsed

-----  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:\Program Files\Batch Compiler\Zoners Tools P Series (v1.7p15)\hlvis.exe"-full -estimate -texdata 8192 -high "C:\Program Files\Valve Hammer Editor\maps\sA map\ns_incubus_a2"
1562 portalleafs
4963 numportals

-= Current hlvis Settings =-
Name              |  Setting  |  Default
-------------------|-----------|-------------------------
threads            [      1 ] [  Varies ]
verbose            [    off ] [    off ]
log                [      on ] [      on ]
developer          [      0 ] [      0 ]
chart              [    off ] [    off ]
estimate            [      on ] [    off ]
max texture memory  [ 8388608 ] [ 4194304 ]
max vis distance    [      0 ] [      0 ]
priority            [    High ] [  Normal ]

fast vis            [    off ] [    off ]
full vis            [      on ] [    off ]


BasePortalVis:
(11.50 seconds)
LeafThread:
(167.61 seconds)
average leafs visible: 152
g_visdatasize:65740  compressed from 306152
179.56 seconds elapsed [2m 59s]

-----  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:\Program Files\Batch Compiler\Zoners Tools P Series (v1.7p15)\hlrad.exe"-extra -bounce 1 -estimate -texdata 8192 -high -lights "C:\Documents and Settings\Owner\Desktop\maplights.txt""C:\Program Files\Valve Hammer Editor\maps\sA map\ns_incubus_a2"

-= Current hlrad Settings =-
Name                | Setting            | Default
--------------------|---------------------|-------------------------
threads              [                1 ] [            Varies ]
verbose              [              off ] [              off ]
log                  [                on ] [                on ]
developer            [                0 ] [                0 ]
chart                [              off ] [              off ]
estimate            [                on ] [              off ]
max texture memory  [          8388608 ] [          4194304 ]
max lighting memory  [          6291456 ] [          6291456 ]
priority            [              High ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[                on ] [              off ]
bounces              [                1 ] [                1 ]
bounce dynamic light [                on ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [          255.000 ] [          256.000 ]
circus mode          [              off ] [              off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold    [            25.000 ] [            25.000 ]
direct light scale  [            2.000 ] [            2.000 ]
coring threshold    [            1.000 ] [            1.000 ]
patch interpolation  [                on ] [                on ]

texscale            [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value          [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [            1.000 ] [            1.000 ]
global falloff      [                2 ] [                2 ]
global light scale  [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma        [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale  [            1.000 ] [            1.000 ]
global sky diffusion [            1.000 ] [            1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix    [                on ] [                on ]
incremental          [              off ] [              off ]
dump                [              off ] [              off ]

colour jitter        [      0.0 0.0 0.0 ] [      0.0 0.0 0.0 ]
monochromatic jitter [      0.0 0.0 0.0 ] [      0.0 0.0 0.0 ]
softlight hack      [  0.0 0.0 0.0 0.0 ] [  0.0 0.0 0.0 0.0 ]
diffuse hack        [                on ] [                on ]
spotlight points    [                on ] [                on ]

custom shadows with bounce light
                    [              off ] [              off ]
rgb transfers        [              off ] [              off ]


[Reading texlights from 'C:\Documents and Settings\Owner\Desktop\maplights.txt']
Warning: Duplication of texlight 'light_stripblue' in file 'C:\Documents and Settings\Owner\Desktop\maplights.txt'!
Warning: Duplication of texlight 't_lightred2' in file 'C:\Documents and Settings\Owner\Desktop\maplights.txt'!
Warning: Duplication of texlight 'light_newwhite' in file 'C:\Documents and Settings\Owner\Desktop\maplights.txt'!
[43 texlights parsed from 'C:\Documents and Settings\Owner\Desktop\maplights.txt']

8641 faces
Create Patches : 68298 base patches
444 opaque faces
285887 square feet [41167764.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


-----  END  hlrad -----
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

okay, I checked the ZHLTProblems.html... and it didn't seem to have any relevent information. So what does Exceeded MAX_Patches mean??

Comments

  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    you have to much light, thats the key issue

    to fix it, simply incresses the rad data, read the documantion.html that is in p14, it will tell you how, or www.zhlt.info < going up, but has the lattest version of the docs and ZHLT 3.0

    amckern
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Can you re-write what it says in a concise manner? I am having trouble following that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    *sigh* Yet Again, no one reads my fricking sticky.

    EXCEEDED MAX PATCHES error is fully covered. Go read.

    Common Errors & Problems Sticky, up top, this forum.

    ~ DarkATi
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    68000 patches isn't too bad. so you could safely add -sparse to the hlrad settings.
    -sparse will allow you to exceed the number of patches so you don't get an error anymore. If you're using the batch compiler, you can find sparse under "matrix: sparse" I think.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>http://www.slackiller.com/tommy14/errors.htm</a>

    i also have not looked past the screen shots thread for the past 6 months, sorry
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    AHA, so smaller texture scales = more patches


    THAT is what I needed to know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited September 2004
    Under RAD instead of using legacy, use sparse. It ups the max patches past 65535
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    from that first version of that map i saw in hammer, the brushwork was pretty bad. if you cleaned some of those brushes up it would probably be alot easier to compile.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    <!--QuoteBegin-GiGaBiTe+Oct 1 2004, 02:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Oct 1 2004, 02:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> from that first version of that map i saw in hammer, the brushwork was pretty bad. if you cleaned some of those brushes up it would probably be alot easier to compile. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Way ahead of ya man

    I used a LOT of vertex editing... removed about 25% of the faces simply by simplifying some of the brushes


    wowza


    -PS- Gigabyte, would you mind doing a final examination of the .rmf when I'm ready to release? I'd feel much securer having an old pro looking at it before I send it into the shark infested waters of le public
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