Ok, Now im really pissed! Created 20 years ago2004-09-13 15:15:53 UTC by Madcow Madcow

Created 20 years ago2004-09-13 15:15:53 UTC by Madcow Madcow

Posted 20 years ago2004-09-13 15:15:53 UTC Post #59011
Made a very small map with a some sequences and sentence things. and it all worked..
But then, I aded a room and craved.
And then it goes like:
********** ERROR **********
nummarkfaces == MAX_LEAF_FACES

WHATTA??
I thougt that MAX_LEAF_FACES meant too much stuff.
I have made a lot bigger maps, but no MAX_LEAF_FACES.
What is wrong?
(Sorry for wrong spelled English)
/.Madcow
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-13 16:31:17 UTC Post #59029
Posted 19 years ago2005-10-13 11:03:20 UTC Post #141271
Did you have rain on there by any chance?
Posted 19 years ago2005-10-13 11:19:37 UTC Post #141276
it`s to much stuff in one area (i think) not the entire map.
Posted 19 years ago2005-10-13 12:15:07 UTC Post #141288
Post the map in the problem vault..
Daubster DaubsterVault Dweller
Posted 19 years ago2005-10-13 12:37:08 UTC Post #141289
You are a source mapper and you probebly used to much detail! : Daubster thats his compo entery so he can't! :tired: Try nulling staff and tying stuff to a func_wall entity. ;)
Posted 19 years ago2005-10-13 13:02:27 UTC Post #141292
but except the floor!Do not tie the floor to func_wall orelse every entity on it will seem compltly black :|
Posted 19 years ago2005-10-13 13:04:22 UTC Post #141293
Daubster thats his compo entery so he can't!
He didn't say that this was his compo entry.. :
Daubster DaubsterVault Dweller
Posted 19 years ago2005-10-13 13:10:48 UTC Post #141294
Yes but he usally maps for source only that he returned to Hl1 cause of the compo! ;)
Posted 19 years ago2005-10-13 13:23:34 UTC Post #141296
'Tis true.

You've probably shattered some faces with a cylinder or something.

ZL: link to leak-free, it's much nicer.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-13 15:40:14 UTC Post #141323
okay....

First of all, never use the carve tool...

secondly...

never use the cylinder tool...

everything you need done can be made with the wedge tool and VM. Put some extra time into a map, and refrain from being lazy at any possible point, and there will be no errors...

Good luck.

EDIT: Im suprized someone hasn't yelled at you about the name of this thread being inspecific.... Hmm....
Posted 19 years ago2005-10-13 16:53:11 UTC Post #141351
I aded a room and craved
Well, there's your problem...
I think the carving went horribly wrong creating many many micro small faces. I think...
Try rebuilding the room without carving.
Posted 19 years ago2005-10-13 16:55:43 UTC Post #141353
or muzzleflash will throw his omegamatic at you
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-10-13 17:20:27 UTC Post #141366
never use the cylinder tool...
Whats wrong with the cylinder tool? :quizzical: I think it's perfectly fine, it snaps all the verticels to grid, it doesn't create invilde solids...ect :glad:
Posted 19 years ago2005-10-13 17:28:37 UTC Post #141371
erg...

NEVER USE THE CYLINDER TOOL

Let me explain...

Obviously, if you want to make a cylinder, just make a bunck of wedges and join them together. This way there is almost no way you could have a nasty error... Also, it looks much nicer, is more practicle, and you can sit back, look at it, smile, nod, and say in an acent imitating the retarted guy from Mice and Men: "Tell me about the bunnies George!" - Ha, read that like 3 years ago. :D - Ant
Posted 19 years ago2005-10-13 17:49:02 UTC Post #141374
"no way you could have a nasty error... Also, it looks much nicer, is more practicle"
1)I have never had error caused by cylinders
2)cylinders are way more practicle
3)how it look nicer?
Posted 19 years ago2005-10-13 21:18:05 UTC Post #141391
1) Nice ;)
2) um... no.. because with indiviual parts you can manupulate the object to a numerous variety of shapes and sized, create truely unique architexture, or small intrecate objects..
3) See above...
Posted 19 years ago2005-10-14 00:41:13 UTC Post #141398
The basic problem here, as Alex mentioned above is that you've done a very complex carving job, which has probably shattered brushes. I'd suggest deleting that entire section and not carving next time.

Elon's advice concerning func_wall is good too. However, func_wall is more suited for smaller detail (like chairs, lights, columns, etc). Do not func_wall major walls, floors, or anything like that.
AJ AJGlorious Overlord
Posted 19 years ago2005-10-14 04:52:58 UTC Post #141428
You can clip the buttom parts of a detail(Or any other part that touches a solid) and turn the buttom part to a func_wall so it wont split any faces and will still cast shadows! ;)
Posted 19 years ago2005-10-14 05:13:06 UTC Post #141432
True, Elon. You need to use ZHLT (or more recent) compilers for the shadows of that func_brush (as if we didn't know by now ;)) but cylinders are fine to use if you take care of them. Plus, they're usually fast to create (and you can always vm them or add brushes for more distinct shapes, if those are needed).

Func_walling major things is fine, as long as you don't forget about vis-blocking. An easy method here is to go to your entity list (accessible in the Hammer menu), mark (select) them all and then hide them. Gives you a good view of what vis has to deal with.

@Madcow: problem solved already?
Posted 19 years ago2005-10-14 05:17:00 UTC Post #141434
I think cylinders are fine. Just vm the vertices to insure that they are on the grid. But you should definitely be carefull about how the cylinder is positioned because if it touches a wall, floor, etc. then it will certainly split it up into several pieces (use func_walls or position your cylinder one unit away from whatever it's touching). As for carving, I never use it due to the way it splits brushes up (simply disgusting). There are a few situations where the carve tool "could" be used to save time and would probably split brushes correctly, but it's much better take the time to clip/vertex manipulate your brushes and insure that all vertices and such are on the grid as well as used efficiently.
Posted 19 years ago2005-10-14 05:54:17 UTC Post #141437
Thats why you need to use my method! Func_wall the part that touch the solids so the cylinder wont split the faces! ;)
Posted 19 years ago2005-10-16 21:56:18 UTC Post #141902
Carving is 100% ok IF and ONLY IF you are carving one box into another box. Cubes only. Otherwise it splits brushes up in unusual ways.

-edit-Oops sorry, forgot this was an old thread....feel free to delete this post
Posted 19 years ago2005-10-17 00:08:06 UTC Post #141907
The thread isn't dead unless it's two weeks old or older. You're fine.
Posted 19 years ago2005-10-17 02:01:49 UTC Post #141912
Uhh,, this thread is one year old..
I remember when I wrote it, it's not about my compo map, it's was about this map: http://www.twhl.co.za/mapvault_map.php?id=2307

The maps in this mod is very short be cause I got that max leaf faces error when I made all 3 of them, so I had to remove a lot.
But don't download, that mod sucks.
I'll remove it when I have posted 11 maps in the vault.
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-17 10:57:16 UTC Post #141970
Wow! I didn't realise :0.

Closed.
Seventh-Monkey Seventh-MonkeyPretty nifty
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