Exceeded MAX_PATCHES and I can't seem to Created 15 years ago2009-03-29 04:36:27 UTC by pimpedz pimpedz

Created 15 years ago2009-03-29 04:36:27 UTC by pimpedz pimpedz

Posted 15 years ago2009-03-29 04:36:27 UTC Post #264715
Hello, I am currently working on a rather long mapping project. I can get it compile all the way to HLrad in which I get the error of: Exceeded MAX_PATCHES. I have tried quite a few things, but I can't seem to be able to get past this error. The mod I am making this for is called The Specialists.
.map file is located here: http://thecynicalone.com/woot50.map
Log:

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\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-texdata 999999999999999999999999999 -wadinclude \mappinh\wads\tehwadwang4.wad -wadinclude \mappinh\hlfiles\specialists.wad -wadinclude \mappinh\hlfiles\halflife.wad "C:\Documents and Settings\meh\Desktop\woot50.map"
Entering C:\Documents and Settings\meh\Desktop\woot50.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer 6[ 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]
[\mappinh\wads\tehwadwang4.wad]
[\mappinh\hlfiles\specialists.wad]
[\mappinh\hlfiles\halflife.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(1.68 seconds)
SetModelCenters:
(0.01 seconds)
CSGBrush:
(2.47 seconds)

Including Wadfile: \mappinh\hlfiles\halflife.wad
  • Contains 63 used textures, 46.32 percent of map (3116 textures in wad)
Including Wadfile: \mappinh\hlfiles\specialists.wad
  • Contains 3 used textures, 2.21 percent of map (116 textures in wad)
Including Wadfile: \mappinh\wads\tehwadwang4.wad
  • Warning: Larger than expected texture (218412 bytes): 'GP_MENU'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRBOTLEFT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRBOTRGHT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRTOPLEFT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRTOPRGHT'
  • Contains 70 used textures, 51.47 percent of map (1100 textures in wad)
added 12 additional animating textures.
Texture usage is at 3.99 mb (of 4.00 mb MAX)
4.43 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\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE""C:\Documents and Settings\meh\Desktop\woot50.map"

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...3000...3500...4000...4500...4865 (0.33 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\meh\Desktop\woot50.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3997 (0.19 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3499 (0.16 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4595 (0.23 seconds)
4.09 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\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-maxdistance 10000 "C:\Documents and Settings\meh\Desktop\woot50.map"
2683 portalleafs
8371 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 [ 10000 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(7.67 seconds)
LeafThread:
(311.32 seconds)
average leafs visible: 156
saving visdata to C:\Documents and Settings\meh\Desktop\woot50.vdt...
MaxDistVis:
(130.49 seconds)
average maxdistance leafs visible: 156
g_visdatasize:174692 compressed from 901488
449.87 seconds elapsed [7m 29s]

--- 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\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE""C:\Documents and Settings\meh\Desktop\woot50.map"

= 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 ]

11430 faces
Create Patches : 71073 base patches
0 opaque faces
908982 square feet [130893536.00 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 ---
Posted 15 years ago2009-03-29 04:48:35 UTC Post #264716
I gave it a look and my 1st though't was I wonder how long VIS would take to compile this on full. It's a bit too big with a bit too much open air. I could recomment you to try and make the sky (not a skybox cause that would give you the same error) a bit (ok a lot) tighter arround the map. Try to minimalize the amount of open air with the sky. Places that you should't be able to go.

Also, use a texture named "NULL" as much as possible on objects that cannot be seen in the game. Painting the sky as null from outside will help.

Basicly you've reached a limit that the game engine has. And I agree wit h the engine, that map is big :)
Posted 15 years ago2009-03-29 04:57:53 UTC Post #264717
http://www.slackiller.com/tommy14/errors.htm#maxpatch
You're going to have to lower the patches to under 65535. The easiest way to fix it would be to compile your map with "-sparse".
Another fix that might look better with complex lighting would be to start stretching textures. Textures under 64x64 produce more patches than a 64x64 face. Stretch smaller textures where you see fit, and you can bring patches down.

I didn't look at your .map, but if you aren't NULLing faces off, then you need to start. Hands down, that's the best way to reduce patches.
Posted 15 years ago2009-03-29 08:39:45 UTC Post #264720
-texdata 999999999999999999999999999
Wtf ?

Dude, even 20000 is a bit too much, but that surely won't work on any video card.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-04-01 08:41:07 UTC Post #264845
If im compiling just to test something I raise the chop value so I dont get the max patches error (you arent too high above it so a chop value of say 80-90 should get you past the max patches problem) If I remember what i read correctly a chop value of 94 is when it starts looking crappy (Something you dont really need to worry about unless its a final compile imo) Come time to final compile it do as World Crafter suggested and run with a -sparse. The only reason i avoid using -sparse during non final compiles is because it makes hlrad's time waaaaaaaaaaaaaaaaaay f****n long ^^

GL sir
  • The fonz
Posted 15 years ago2009-04-01 09:15:55 UTC Post #264848
I think your brushwork could be optimized a bit. Also, you might want to try to compile with the latest version of ZHLT.
Posted 15 years ago2009-04-02 01:48:33 UTC Post #264884
Great information on the match patches error! (i wish i had this last week when i was editing zeeba-g's rooms map!)

)

+1 rep to WC and Fonzie for providing info about the patches error i never heard of b4! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-04-07 02:07:28 UTC Post #265155
A couple of comments, from my own recent experiences trying to get past MAX_PATCH errors:
  • By all means, NULL faces which are not visible to players within the level (don't bother with EXTERIOR faces though; they get discarded by the compile procedure and hence have no impact on lighting.) Be wary, however; NULL does not seem to block VIS as promised, and if you NULL a face which sees through the void to another section of your level, it can/will cause major problems with your level's playability (I think due to confused VIS information...)
  • I did quick-compiles of my level with -chop 96, and it really didn't look too bad! (Compared against final compiles of -chop 72 -sparse...)
Posted 15 years ago2009-04-07 02:54:55 UTC Post #265160
After seeing other people do it, i stated using BEVEL on not-meant-to-be-seen textures, but i don't really understand the distinction between that and NULL, even after reading the description at ZHLT.info. (I have found tho, beveling outside world faces, can sometimes cause an unexplainable leak--happened at least once for me. Switching the face where the blue-red line passed through to NULL fixed it)

I've found the biggest impact personally for freeing up patches is upping the texture scale, but after reading this thread, i will TOTALLY use the other features mentioned in this thread the next time i have to edit one of zeeba-G's maps!

) = ) = )

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-04-07 08:30:20 UTC Post #265166
I believe the BEVEL texture is essentially the NULL texture with the exception that it doesn't produce clipnodes. This is what makes it useful for building terrain as you often get stuck on little invisible lips between brushes
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