Geometry_problem Created 15 years ago2008-12-27 14:32:02 UTC by Striker Striker

Created 15 years ago2008-12-27 14:32:02 UTC by Striker Striker

Posted 15 years ago2008-12-27 14:32:02 UTC Post #260650
When I attempt to place this xen-looking thing in my map I get the Max_Map_Faces error. But that's weird, as it seems this xen looking thing has nothing related to the error.
When I deleted it , the compile run well.
User posted image
Link :

Download rmf

The rmf only contains what can you see in the picture.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-12-27 14:41:22 UTC Post #260651
You simply exceeded the maximum amount of faces a map can have.

Tommy14 says this:
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?
  • Up your texture memory. 8mb (8192) should be more than enough.
  • Func_illusionary those Xen objects and use a clip brush to prevent the player from walking though it. Only if the player can actually walk up to it.
  • Apply the NULL texture to unseen faces, to world brushes and brush entities.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-27 14:42:50 UTC Post #260652
Read and done all that already.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-12-27 14:55:09 UTC Post #260653
Instead of func_i. the whole thing, func_i. only parts, otherwise you would still generate facesplitting.

Check this out:
http://www.themightyatom.nl/twhl_downloads/xenish_creature_seperate_ents.rmf

And see if that did anything. Also check if the number of leafs went down with this one (keep an eye on the charts shown during each compile stage (requires the -chart parameter)). The Compilator has the -chart option enabled by default.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-27 17:39:08 UTC Post #260655
The problem still remains even with the separate entities ...

But you shocked my with an information. You're telling me that 1 solid entity meeting a "world" wall will not cause face-splitting but if the "world" wall is a solid from the same entity the face-splitting will appear ?
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-12-27 17:58:49 UTC Post #260657
If all else fails, try making it as a model. The engine can handle far more e_polys than w_polys.
Posted 15 years ago2008-12-27 18:00:45 UTC Post #260658
Yeah but modelling takes me longer ...
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-12-27 19:20:28 UTC Post #260662
Then you made your map way too complex.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-27 20:12:26 UTC Post #260664
Yeah but modelling takes me longer ...
You got a timelimit/deadline? :):):):):)
Posted 15 years ago2008-12-28 11:07:28 UTC Post #260680
Then you made your map way too complex.
I've seen maps way more complex than mine. My map has several turnings and walls for vis-blocking.
You got a timelimit/deadline?
No, but when I read that suggestion I began to read this :

LINK
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-12-28 11:20:52 UTC Post #260682
You fail at linking...
I've seen maps way more complex than mine. My map has several turnings and walls for vis-blocking.
Thats probably not enough optimization.

If you got large surface area's, try increasing the texture scale.
And don't forget to func_wall / func_illusionary complex groups of detail brushes. Be carefull not to func_wall / func_illusionary entire groups as one single entity, to avoid facesplitting.

Face splitting occurs when:
  • 2 or more solid world brushes meet (touch).
  • 2 or more brushes that are in the same entity group meet.
Face splitting does not occur when:
  • 1 solid world brush meets a brush entity.
  • 2 seperete brush entities meet.
And finally, instead of using the NULL texture, use the BEVEL texture. It acts like the NULL textures but does not create CLIPNodes. Best used with the "-cliptype precise" command for CSG.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-28 15:35:32 UTC Post #260685
Best used with the "-cliptype precise" command for CSG.
So btw, what's that command useful for ?

In newer maps I began using the BEVEL texture, but this one is actualy nulled. No problemo, changing it to BEVEL.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-12-29 07:54:02 UTC Post #260709
So btw, what's that command useful for ?
Command reference
Posted 15 years ago2008-12-29 20:21:59 UTC Post #260736
If you listen to Muzz's suggestions you won't have a problem, especially with the texture scales and func_illusionary + clipbrush complicated stuff to give you more clipnodes. (the only part i vary on is i always use cliptype simple to get the most clipnodes)

I'll take a look at the map too, but i think Muzz covered everything ;)
- 2 or more brushes that are in the same entity group meet.
totally, but sometimes you can get away with it without a problem. sometimes you run out of the number of solid entites you can make so you have no choice to group them together. I actually do it all the time as long as there is no visible visual errors.

a good example is if you have 2 pieces of fence butting up at a corner and they are transparent textures. if you make both of the pieces of fence the same entity, you will get splitting or be able to "see through" or HOM effect on parts of the fence. Making the fence walls individual func_wall entities fixes this as muzz was saying.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-23 08:19:34 UTC Post #261885
But you shocked my with an information.
But you shocked my with an bad use of english.

EDIT: Sorry, but i just found that funny.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-01-23 08:30:31 UTC Post #261887
Wow thanks for that link Killer-Duck, I've bookmarked that now.
Posted 15 years ago2009-03-27 05:10:04 UTC Post #264668
SUPER BUMP.

I figured out your problem. First let me say despite all the EXCELLENT tips in this thread--not being sarcastic--, i don't think one person who responded actually looked at the actual map closely (myself included).

The problem is with the spherical "heads" of your xenish creatures. Somehow, you carved a single brush into an 18-sided polygon !!!!! I can't even really guess how you did this in the first place...Clipping? CTRL-F(adding vertex)?...Brushwork generator?..Dark Magic???! :crazy:

Anyway: YOU CAN'T DO THIS IN HAMMER. There are multiple methods for making perfectly fine spheres in Hammer, but this, this is NOT one!

Among the many methods, in general, you make the complex shape from many individual brushes, the safest way being, to make the entire thing from 4-sided polygons only. (using this method, you can make any shape imaginable, error-free in Hammer.)

SORRY I TOOK SO LONG TO ANSWER! I was cleaning out my "maps to play" folder and found this thing lurking in the shadows...

)

Captain Terror Captain Terrorwhen a man loves a woman
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