Max Leaf Pages

MentarMentar Join Date: 2004-08-03 Member: 30321Members
<div class="IPBDescription">slight problem..</div> ok, ive only done about 3 rooms on my map and ive already gotten the max leaf pages thing, exept ive barely scaled down any textures, most of em are 1.0 or higher. i cant work out whats maken me hit the max.


if you wanna take a look for yourself its
<a href='http://mentar.serveftp.net:6880/ns_solaris.rar' target='_blank'>http://mentar.serveftp.net:6880/ns_solaris.rar</a>

Comments

  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Max_Leaf_pages?? I don't think i've ever heard of that 1, you sure you don't mean max_leaf_faces?

    <b>Max_leaf_faces </b>
    <i>You have gone over a limit similar to max patches error, but by BSP creating too many leaf faces for VIS to handle - probably due to "shattering" of a brush. Did you carve a complex brush (like a cylinder) or intersect it with another brush?</i>

    I doubt it'll be max_patches as your level is so small. My guess is you've used a cylinder to carve into another brush?
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    <!--QuoteBegin-Kester+Oct 15 2004, 04:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Oct 15 2004, 04:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <b>Max_leaf_faces </b>
    <i>Did you carve a complex brush (like a cylinder) or intersect it with another brush?</i>

    My guess is you've used a cylinder to carve into another brush?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    well guessed that does happen quite a bit in his map. eg...

    <img src='http://www.madmee.eclipse.co.uk/ns_solaris.jpg' border='0' alt='user posted image' />

    theres also about 4 boxes that carve into the same floor.

    However, as u can see i got the game to run without fixing those errors as i didnt need to, and wanted to leave them there to show what 3 cylinders carving into the floor does to a brush does.

    to get the map to run i just scaled all textures to 1. this suggests that some texture has been scaled wrongly (possibly by mistake)

    There was also an error before that that required fixing about a brush with coplanar faces.
    there was also a leak or 2 and overall the brush work is pretty poor <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    i can see quite a few more problems arising with this map unless u get a lot better <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    edited October 2004
    yes i meant faces, sorry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    but i thoughtmore faces being used was caused by textures being scaled down, not by having a brush split up like that,

    although also didnt know something like that would split the floor p like that even if it wasnt actualy going through it, just touching it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    and that big room was the last thing i added before it gave me the leaf thing so that room never got as far as telling me it had a map leak/coplanar faces,

    and whats wrong with the brush work?, can u be a tad more specific?
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited October 2004
    HL always cuts up brushwork where another brush touches it.

    eg.
    <img src='http://www.unknownworlds.com/forums/uploads//post-34-1095113984.jpg' border='0' alt='user posted image' />

    so where you cylinders are touching the floor it cuts the floor up. To fix this either turn them into func_wall's or make a flange on the top and bottom which is a func_wall

    Alternativly you could move the brushes 1 unit away from the floor and ceiling.
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    <!--QuoteBegin-Mentar+Oct 15 2004, 08:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mentar @ Oct 15 2004, 08:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and whats wrong with the brush work?, can u be a tad more specific? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well in my eyes its a bit messy. the floors in someplaces are just 1 big brush, instead of making it yourself.

    in the place i found the leak there were around 3 triangles overlapping.

    and due to the way you have built it in someplaces there are alot more faces then there needs to be, altho im not sure if some of those are joined at compile if the textures are aligned.

    the roof at the cc is kinda strange. its made up of 3 brushes with small gaps inbetween with a larger brush above it which seems its only purpose is to block the leaks caused buy the 3 smaller ones <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    but anyway... im sure your continusly improving with making brushes. make sure you play around with the vertex tool a lot. its so good. its the key to nice looking maps. but make sure its a valid shape
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