Bic-B@ll Posted September 29, 2004 Report Posted September 29, 2004 I’ve been having a huge problem with this recently, and I really need to get this map out the door, this may be my last shot to do so being that HL is coming to an end. Before you all say, “You have a cylinder splitting the ground up!!!”…I don’t. My map just has a lot of stuff in it and I need some help determining what I can do. First of all, I covered parts of the map with a big ass block so that faces inside of the block didn’t count but after covering a whole lot of them I still got the error which led me to believe that that didn’t work. So next I just started deleting stuff inside of the boxes and still got the error. Then it hit me that this possibly is caused by the amount of models that I was using. Do model faces count towards max faces? I deleted all the cyclers and yet still got the error. For that matter, what about e_polies, I assume those count also? I tried turning the compiler settings to megaspam so it would hopefully give me some more info as to the limit and how many faces I had but none alas. Can one of you help me sort this problem out? I have made many revisions to the map but I haven’t really added a huge amount of polies, which is why im so confused as to why I’m still getting the error after removing many. Yes, I did searches on Google, I didn’t find much though, pretty much the most I got was from tommy14 and basically all he had was, “you probably have a cyulinder touching the ground.” Edit: Pic: http://www.zeroproof.com/bicball/basque1.jpg (Please don't go posting this on the Hostile Intent forums if you play HI, I was kinda hoping to keep the map's appearance hush hush to people who hadn't seen the orignal.) (I'm assuming that the leaf problem is on the bottom and left side of the map because they are the newest parts)
Skjalg Posted September 29, 2004 Report Posted September 29, 2004 I did the cool think and checked the ZHTL problem guide thing.. Exceeded MAX_LEAF_FACES This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1) How To fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect. so.. if you wanna track this problem down, divide ur map into two pieces, compile both of them, hopefully you will get one with the error and one without, the one with the error, you divide again, and do it all over again untill you are left with this little square place with just your fucked up brush in it..
Bic-B@ll Posted September 29, 2004 Author Report Posted September 29, 2004 Do you mean changing subdivide? Chop is a RAD thing. I assume this would help, but what are the downfalls? There has to be some reason its set at 240, if there weren't you could just raise your chop values to 1024 and get a 200-poly map. I assume this would take a toll on your FPS but not your r_speeds?
Bic-B@ll Posted September 29, 2004 Author Report Posted September 29, 2004 I was told that max_leaf_faces meant that the face limit for the entire map had gone over but being that it was max_leaf_faces that would make more sense. I'll try dealing with just areas again. Maybe I can extract the VIS leaf coordinates from the compile and place blocks exactly over them by adding a brush in through notepad. So as I understand it now, there are too many faces in a leaf...just one area of the map...could I possibly fix this by hinting?
OL Posted September 29, 2004 Report Posted September 29, 2004 you cud cordon a small area off and see if you still get errors
Bic-B@ll Posted September 29, 2004 Author Report Posted September 29, 2004 Ok, I'll try that, so does anyone know if this is only w_polies or do e_polies and models add to the count also?
Taylor Posted September 29, 2004 Report Posted September 29, 2004 Definately wpoly, epoly doesn't factor into compiles at all.
JynxDaddy Posted October 1, 2004 Report Posted October 1, 2004 You can probly fix this by placing brushes in the roof, people only look at roofs, they dont muck around with them, so you can keep the detail but just block it off, no one will notice
Bic-B@ll Posted October 1, 2004 Author Report Posted October 1, 2004 I have no idea what you're talking about Jynx, I have the roof clipped off and the sky going all the way down to the top of the roofs, along with triangular sky brushes going across the two main parts to help along VIS. I don't really understand what you're saying. I haven't been able to get enough time to fix it yet, I was working on it some last night, I'm just nulling parts of the terrain and compiling to see if it will work or not. (Nulled faces don't apply to this initial leaf poly count right? or are they deleted later on?)
JynxDaddy Posted October 5, 2004 Report Posted October 5, 2004 Oh you have done what I was trying to say then. Im out of ideas :x hints?
Taylor Posted October 5, 2004 Report Posted October 5, 2004 IIRC null faces always exist, they just aren't drawn in game - i.e they will have leaf, light, portal, etc data like everywhere else.
Bic-B@ll Posted October 8, 2004 Author Report Posted October 8, 2004 thats interesting, I guess I can take my terrain and bring up the curners to get rid of a few faces i did get the map to work by chopping off a whole block but after it compiled i still had somereally strange errors, after i pass a point in the map the game thinks that you are under water, im not really sure whats causing it, ill change my water toa func_illusionary and clip it, maybe that will fix the problem thanks for the suggestion tay
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