Cant make big maps Created 16 years ago2008-09-23 08:13:30 UTC by Fyndler Fyndler

Created 16 years ago2008-09-23 08:13:30 UTC by Fyndler Fyndler

Posted 16 years ago2008-09-23 08:31:33 UTC Post #255949
Hey

I tryed to make a map i started with a small one worked fine running went fine :)

But when i made a bigger map it just cant compile it :/

Im pretty new at this hehe

But do i need to make something becuse the map is big or something ?

Thanks

Compile log

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: C:\Program\VALVEH~1\tools\zhlt\hlcsg.exe E:\steam\steamapps\pumpning\counter-strike\cstrike\maps\fyndlerground
Entering E:\steam\steamapps\pumpning\counter-strike\cstrike\maps\fyndlerground.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ 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 [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \steam\steamapps\pumpning\counter-strike\cstrike\halflife.wad
  • Contains 1 used texture, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \steam\steamapps\pumpning\counter-strike\cstrike\cstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Including Wadfile: \steam\steamapps\pumpning\counter-strike\cstrike\zhlt.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \steam\steamapps\pumpning\counter-strike\cstrike\cs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \steam\steamapps\pumpning\counter-strike\cstrike\chateau.wad
  • Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: \steam\steamapps\pumpning\counter-strike\cstrike\cs_office.wad
  • Contains 0 used textures, 0.00 percent of map (102 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.03 seconds elapsed

--- 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: C:\Program\VALVEH~1\tools\zhlt\hlbsp.exe E:\steam\steamapps\pumpning\counter-strike\cstrike\maps\fyndlerground

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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] 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

--- 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: C:\Program\VALVEH~1\tools\zhlt\hlvis.exe E:\steam\steamapps\pumpning\counter-strike\cstrike\maps\fyndlerground
There was a problem compiling the map.
Check the file E:\steam\steamapps\pumpning\counter-strike\cstrike\maps\fyndlerground.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: C:\Program\VALVEH~1\tools\zhlt\hlrad.exe E:\steam\steamapps\pumpning\counter-strike\cstrike\maps\fyndlerground
There was a problem compiling the map.
Check the file E:\steam\steamapps\pumpning\counter-strike\cstrike\maps\fyndlerground.log for the cause.
--- END hlrad ---
Posted 16 years ago2008-09-23 08:35:03 UTC Post #255950
SolidBSP [hull 0] 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
Here's your error. Check which solid is incorrect and delete it
Posted 16 years ago2008-09-23 08:37:20 UTC Post #255951
Okey i cant figure out what makes the problem sorry :(

I only have 1 big room with 1 colour on walls roof and floor :/

Thanks again
Posted 16 years ago2008-09-23 11:09:51 UTC Post #255954
If the room has many details such as pillars, trims and stuff like that, and if their not func_walls, you'll hit the MAX_LEAF_FACES error.

Possible solution is to func_wall detail brushes. Not too many though.
Posted 16 years ago2008-09-23 11:32:39 UTC Post #255955
how big is big?
Hit alt+P to check for problems before compiling.
And did you 'fit' the texture to the wall?
Because if you did, that's a big no-no :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-09-23 12:40:30 UTC Post #255957
@Tetsu0: fitting a 64x64 texture to a 512x512 unit wall is also a big no-no :)
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 12:59:09 UTC Post #255959
Not really. Its only scaled 8 times.
Sure it'll look ugly as sin, but it won't stop the map from compiling.
Posted 16 years ago2008-09-23 13:07:52 UTC Post #255960
Wouldn't that improve the maps performance and compile time (only having to render the texture once at all that jazz?)
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-09-24 11:33:50 UTC Post #256017
Yeah. It would. But it'd still be extremely ugly.
And why do you always target me, Ghetto? What do you mean by that statement. Did i ever scale a 64x64 to a 256x256 wall?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-09-24 11:36:33 UTC Post #256018
i didnt say 64x64 to a 256x256 wall
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 15:08:37 UTC Post #256034
whatever
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-09-24 16:22:58 UTC Post #256043
Way to avoid the question though :rly:
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-09-24 16:43:48 UTC Post #256045
Fyndler has solved the problem himself (He's my MSN & Steam friend).
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-09-24 21:43:15 UTC Post #256064
scaling up a texture DOES improve performance. Every time a texture tiles, it chops that face. So if you have a 64x64 texture on a 128x128 face it will chop it inoy 4 faces. Scaling up will stop this from occuring and instead chop 128 unit squares.
Posted 16 years ago2008-09-25 02:05:28 UTC Post #256068
There's nothing wrong with scaling textures up, it's just not the kind of thing I would do for a really detailed interior or something like that. A very noticeable side effect is that it'll absolutely ruin your lighting on those surfaces that have been upscaled, and you'll often get these noticeable lines where brushes have been segmented. It's not a problem for most rough outdoor settings though.
Posted 16 years ago2008-09-27 00:20:04 UTC Post #256199
doesn't decals get scaled up or down with the texture? Like, shooting at a massively scaled wall would make a bullet hole a cannonball could go through?
Jessie JessieTrans Rights <3
Posted 16 years ago2008-09-27 00:40:10 UTC Post #256203
That's funny you mention that, because while I don't remember my bullet holes ever being scaled up, I seem to remember blood splatter and stuff like that being affected. Maybe that was fixed in an update?
Posted 16 years ago2008-09-27 00:40:20 UTC Post #256204
i dunno. i'm pretty sure it was bullet holes...
Jessie JessieTrans Rights <3
Posted 16 years ago2008-09-27 00:42:00 UTC Post #256205
I have no idea. It could easily be checked, I just find it funny I never had any problems with that happening to me.
Posted 16 years ago2008-09-27 00:49:15 UTC Post #256206
well, it was decals of some kind.

but yeah, fitting a texture to a hugely bigger face will cause problems, as my experience shows. Also having a texture need to chop itself up a huge number of times to cover a face does it too.
Jessie JessieTrans Rights <3
You must be logged in to post a response.