SAME MAX_PATCHES PROBLEM. NEED HELP Created 20 years ago2004-04-28 20:02:30 UTC by a3sor a3sor

Created 20 years ago2004-04-28 20:02:30 UTC by a3sor a3sor

Posted 20 years ago2004-04-28 20:02:30 UTC Post #24447
ahhhh, still same problem

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsJimmiDesktopfolderDE_NGL_SCHO
OL4.map" "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
.map"

** Executing...
** Command: C:DOCUME~1JimmiDesktopfolderhlcsg.ex
e
** Parameters: "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1JimmiDesktopfolderhlcsg.ex
e "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"
Entering C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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%... (11.05 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%..
.80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%..
.80%...90%... (4.80 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 32 used textures, 57.14 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: program filessteamsteamappsa3sor@hotmail.comc
ounter-strikecstrikewad.wad
  • Warning: Larger than expected texture (204812 bytes): 'DOORINSIDE'
  • Warning: Larger than expected texture (204812 bytes): 'DOOROUTSIDE'
  • Contains 24 used textures, 42.86 percent of map (29 textures in wad)
Texture usage is at 1.56 mb (of 4.00 mb MAX)
17.81 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1JimmiDesktopfolderhlbsp.ex
e
** Parameters: "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1JimmiDesktopfolderhlbsp.ex
e "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
.prt'
12.13 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1JimmiDesktopfolderhlvis.ex
e
** Parameters: -fast "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"

g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:DOCUME~1JimmiDesktopfolderhlvis.ex
e -fast "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"
3642 portalleafs
9502 numportals

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

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%..
.80%...90%... (19.81 seconds)
average leafs visible: 1057
g_visdatasize:721228 compressed from 1660752
20.25 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1JimmiDesktopfolderhlrad.ex
e
** Parameters: "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:DOCUME~1JimmiDesktopfolderhlrad.ex
e "C:Documents and SettingsJimmiMy DocumentsMy OtherMappingrmx_maps_rmfDE_NGL_SCHOOL4
"

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 ]

20236 faces
Create Patches : 93947 base patches
0 opaque faces
1005268 square feet [144758624.00 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 ---

how do i fix this?
Posted 20 years ago2004-04-28 20:44:14 UTC Post #24449
How big is your map?
AJ AJGlorious Overlord
Posted 20 years ago2004-04-28 20:47:56 UTC Post #24451
pretty damn big, how do i check? haha, im still a new mapper
Posted 20 years ago2004-04-28 20:57:35 UTC Post #24454
Well that maybe the problem. You cannot have massive maps. Half-Life just cannot do it.
AJ AJGlorious Overlord
Posted 20 years ago2004-04-28 21:00:27 UTC Post #24455
Some advice:

*Have a plan

*Do a rough sketch on grid paper

*Split the map up into 'parts'. This way you can compile small areas. This makes it easier to target errors and will prevent you from going insane when you compile a massive map thats has leaks and errors all over it.

*Carve is a no-no most of the time. Use Vertex Manipulation, you will love it!

*Be realistic. Half-Life is over 5 years old, so don't try to make a 'super duper, ultra fantastic, mega gigantic death map' because there's no chance that it will work. Work to Half-Life's limits.

*Having said that, theres a lot of things you can do in Half- Life. Be creative. No one wants to see a grey box with a gun and a few million enemies

*Have fun!
I wrote that for Joe_Cool. I'm not critiscing you, just giving some friendly advice. I'll check your map when I get home.
AJ AJGlorious Overlord
Posted 20 years ago2004-04-28 21:13:06 UTC Post #24456
lol, alrite, its not that big, its a school that i have been makin for ngl, and they want it by sun, i have compiled it before and it worked, but now it comes up with max_patches, boo
Posted 20 years ago2004-04-28 21:22:36 UTC Post #24457
Posted 20 years ago2004-04-29 01:57:36 UTC Post #24476
Run vis on -full instead of fast, that might save you. I don't think it'll make it, though. You should never box in your level with a skybox.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-29 15:52:20 UTC Post #24582
i tried with full vis and that didnt help, and if i dont skybox how do i add a sky?
Posted 20 years ago2004-09-03 21:41:40 UTC Post #56393
Um.. I'm having the same problem with my map.
Posted 20 years ago2004-09-03 21:50:56 UTC Post #56394
Posted 20 years ago2004-09-04 00:12:09 UTC Post #56422
Exceeded MAX_PATCHES

When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far.
Remove any "box" from around your level and fight the leak leak leak war the right way.
If you have not boxed in your level, then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower.
Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows.
Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer patches for lighting.
see also: skyboxing
Sourced from: http://www.slackiller.com/tommy14/errors.htm
AJ AJGlorious Overlord
Posted 20 years ago2004-09-04 11:42:46 UTC Post #56504
ok... so what do we use insted of putting a big box all the way arround our map. I need a sky, but only at the top... so I sould do what? Attempt to make the bax smaller and only cover the top area?
Posted 20 years ago2004-09-04 12:58:30 UTC Post #56516
Instead of the big box, place several individual sky brushes, so, that the inside of your map is sealed of from the outside. Shape of skybrushes doesn't matter.

So yes, when you have a hole in your ceiling trough wich you can see the sky, you put a skybrush over that hole, so that it's sealed off.

The skybox method causes lots of extra spaces to be compiled, increasing compile time and several other things, like patches. You'll easily get over the max_map_patches then... It also causes higher r_speeds in several area's, thus lower performance, since a lot more (unnecessary) faces are being rendered...
Posted 20 years ago2004-09-04 14:00:58 UTC Post #56530
ok... but now when I compile I get a windows error report. It's the one that says: Send/Don't send
Posted 20 years ago2004-09-04 14:32:25 UTC Post #56535
Oh, nearly any windows error that involves locked down programs asks you to send an error report. Doesn't say anything about the error itself.

Can you show us your compile log? It's the mapname.log file, in your .rmf folder.
Posted 20 years ago2004-09-04 15:39:53 UTC Post #56549
tbh, you need to press Alt+P and check for problem,s and perhaps read the tutorial's page before attempting to map, you would know about the sky technique (if you can even call it a technique)

the first google search i ever did regarding sky boxes, came up with a jolt tutorial it explained it perfectly, and that's the point, tutorials will save you this hassle now. a plumber wouldn't plumb if he didn't know an elbow from a tap.

a good method is to simply copy the brushes at the egde of your level, paste them and change them all to sky texture (using the big brown tool, changes all te'x to the selected one), then get them all the same height and put a lid on it, another method is to try and generally keep most of the outer edges the same height, a player will not notice variations when in play.
Posted 20 years ago2004-09-04 22:10:55 UTC Post #56588
wow... ok thank you very much... this has help me.
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