Fullbright Created 17 years ago2007-10-12 17:30:08 UTC by 0750greven 0750greven

Created 17 years ago2007-10-12 17:30:08 UTC by 0750greven 0750greven

Posted 17 years ago2007-10-12 17:30:08 UTC Post #236226
I've been working on a de_ map for about 3 weeks now, and 10 minutes ago when I compiled my map it turns out to be "fullbright". This didn't happen the time before that. I've tried to delete the last thing I built on the map to see if that was causing the problem, but that didn't solve the problem.

How do I solve this? I've loaded the pointsfile, but can't find anything...

Can this happen if I have too many light entities on my map?

:nervous:
Posted 17 years ago2007-10-12 17:33:28 UTC Post #236227
Sounds like a leak. Post your log.
Posted 17 years ago2007-10-12 17:42:59 UTC Post #236230
** Executing...
** Command: Change Directory
** Parameters: "C:ProgramSteamsteamappsfellowmancondition zero"

** Executing...
** Command: C:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlcsg.exe
** Parameters: "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"

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:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlcsg.exe "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"
Entering c:documents and settingstomas svedinmina dokumentwadsde_paike_cz.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 [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.30 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.22 seconds)

Using Wadfile: documents and settingstomas svedinmina dokumentwadsczritual_standard.wad
  • Contains 6 used textures, 11.76 percent of map (121 textures in wad)
Using Wadfile: documents and settingstomas svedinmina dokumentwadsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (237 textures in wad)
Using Wadfile: documents and settingstomas svedinmina dokumentwadshlbasics.wad
  • Contains 0 used textures, 0.00 percent of map (25 textures in wad)
Using Wadfile: documents and settingstomas svedinmina dokumentwadsczde_inferno.wad
  • Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
  • Contains 20 used textures, 39.22 percent of map (133 textures in wad)
Using Wadfile: documents and settingstomas svedinmina dokumentwadsczcs_militia.wad
  • Contains 5 used textures, 9.80 percent of map (133 textures in wad)
Using Wadfile: programsteamsteamappsfellowmancondition zeroczeropaikeadcz.wad
  • Contains 1 used texture, 1.96 percent of map (1 textures in wad)
Using Wadfile: documents and settingstomas svedinmina dokumentwadsczde_prodigy.wad
  • Contains 19 used textures, 37.25 percent of map (155 textures in wad)
added 1 additional animating textures.
Texture usage is at 2.58 mb (of 4.00 mb MAX)
3.66 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlbsp.exe
** Parameters: "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"

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:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlbsp.exe "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"

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...2914 (0.34 seconds)
BSP generation successful, writing portal file 'c:documents and settingstomas svedinmina dokumentwadsde_paike_cz.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2419 (0.23 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2015 (0.19 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2624 (0.27 seconds)
3.89 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlvis.exe
** Parameters: "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"

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:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlvis.exe "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"
1620 portalleafs
5138 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.48 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (477.67 seconds)
average leafs visible: 207
g_visdatasize:159289 compressed from 328860
488.28 seconds elapsed [8m 8s]

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlrad.exe
** Parameters: "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"

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:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1hlrad.exe "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz"

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ 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:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1lights.rad']
[59 texlights parsed from 'C:DOCUME~1TOMASS~1SKRIVB~1ZHLT34~1lights.rad']

9579 faces
Create Patches : 68651 base patches
0 opaque faces
258120 square feet [37169304.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz.bsp" "C:ProgramSteamsteamappsfellowmancondition zeroczeromapsde_paike_cz.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingstomas svedinmina dokumentwadsde_paike_cz.pts" "C:ProgramSteamsteamappsfellowmancondition zeroczeromapsde_paike_cz.pts"

** Executing...
** Command: C:ProgramSteamSTEAMA~1FELLOW~1CONDIT~1hl.exe
** Parameters: +map "de_paike_cz" -dev -console +deathmatch 1
Posted 17 years ago2007-10-12 17:49:42 UTC Post #236232
"Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-probl
ems.html for a detailed explanation of this problem"

Ok, I've found the error in the log... If I understand the explanation correctly; it's my skybox that causes this problem since I have a large hollow box around my map... It's a large map btw.

So... is there another way to create skyboxes? Any tutorials on this?
Posted 17 years ago2007-10-12 17:51:01 UTC Post #236233
Hmm, doesnt look like a leak, but i have to point out
Error: Exceeded MAX_PATCHES
im not exactly sure what that means, nor have i gotten it before
:
There are also some large texture warnings, but i have thousands of those :lol: and the maps work fine
Posted 17 years ago2007-10-12 17:53:28 UTC Post #236234
No. You just have to cut down on faces. First of all, skyboxing your entire map is never a good idea, the r_speeds will skyrocket and the engine renders the entire, if not most of it, at once.

So i'd redo the skybox.

Also, if you have a large brush, like rocks, clifs and the like, increase it texture scale to lower the patches.
Posted 17 years ago2007-10-12 17:56:47 UTC Post #236235
Too many faces? jeeze, thats some limitation, really.

is the "exceeded MAX_PATCHES" error related to the "max_numark_leaf_faces" error?
Posted 17 years ago2007-10-12 17:58:32 UTC Post #236236
Ok, I'll try to redo the skybox in a smarter way... I don't have any large brushes like cliffs and stuff like that... I have some grass, I'll scale those from 0.5 to 1.0.

So... is there a good tutorial somewhere how to "skybox" your map properly?
Posted 17 years ago2007-10-12 18:00:30 UTC Post #236237
what i do, is VM my sky textured brush, to fit exactly with the terrain, that way your not boxing the whole map, the sky looks good, and no leaks. Also, for windows or skylights, just put a sky brush in the window, making sure the outside of the map cant be seen
Posted 17 years ago2007-10-13 12:15:46 UTC Post #236300
I still don't understand this issue with skyboxes being built around the level.

If you use a null texture on the whole thing and then use the sky texture on the inside faces and then "Fit" them to the faces. It works just as well. I do that and it has never affected r_speeds or compile times.
monster_urby monster_urbyGoldsourcerer
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