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SaL
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Joined: 04 Feb 2004
Posts: 37
Location: Washington St Valve's backyard

Posted: Thu Jun 24, 2004 12:33 am    Post subject: Batch compiler?

I got it set up just like the Nem tutorials says to,and the terrain size is 48/48/160 like the tut and I keep getting this error

hlbsp: Error: Exceeded MAX_LEAF_FACES
Description: 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)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect

From this tutorial
http://countermap.counter-strike.net/Nemesis/index.php?c=57#p57

Now we've come quite a way to completing our terrain, but there is still a fair bit of work left to be done. We have a massive world with a few thousand brushes and were going to want to remove as many brushes that aren’t visible form the ground as we can to save both on r_speeds and .BSP limitations. The below picture illustrates just which brushes to target



I figured out I need to delete a whole lotta brushes,I have no idea which ones to delete.

I wish there were a short class or something I could go to on Hammer,CS mapping,that would save me days,weeks,months of utter frustration.The tutorials help but it's the little vague things that the tutorial authors never seem to cover

well just in case it helps you figure out what's going on,I put my compile up,all I'm trying to do is to make a simple terrain 48/48/160 with a info_player_start and a light_enviorment.....that's it I just want to make sure everything is working right by running this simple map, I got a way smaller map[ to compile and run.

any pointers appreciated

My head hurts

%^^@^!&@%$&%$%^$&$*#*#^*#ck

###################################################
# Batch Compiler Zoners Spec #
###################################################
###################################################
# Please report bugs to: [email protected] #
###################################################

Written At: 6/23/2004 10:10:37 PM
BC Version: 2.0.3.1

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 ([email protected])
----- BEGIN hlcsg -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlcsg.exe"-chart "C:\D
irtySaL maps\de_elat-1.map"
Entering C:\DirtySaL maps\de_elat-1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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%... (29.86 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (28.25 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 16010/32767 320200/655340 (48.9)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 12/32767 480/1310680 ( 0.0)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 320680 bytes ===

Using Wadfile: \program files\steam\steamapps\.net\counter-strik
e\cstrike\joesmoe_cm.wad
- Contains 0 used textures, 0.00 percent of map (87 textures in wad)
Using Wadfile: \program files\steam\steamapps\.net\counter-strik
e\cstrike\de_vine.wad
- Contains 0 used textures, 0.00 percent of map (81 textures in wad)
Using Wadfile: \program files\steam\steamapps\.net\counter-strik
e\cstrike\wastefacility.wad
- Contains 4 used textures, 80.00 percent of map (161 textures in wad)
Using Wadfile: \program files\steam\steamapps\.net\counter-strik
e\cstrike\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\.net\counter-strik
e\cstrike\industrial2.wad
- Contains 0 used textures, 0.00 percent of map (66 textures in wad)
Using Wadfile: \documents and settings\sal.sal-kdavx6a\my documents\mapwads
& models\mapwads\blaz_sandwad.wad
- Contains 1 used texture, 20.00 percent of map (71 textures in wad)

Texture usage is at 0.09 mb (of 4.00 mb MAX)
58.75 seconds elapsed

----- END hlcsg -----



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 ([email protected])
----- BEGIN hlbsp -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlbsp.exe"-chart "C:\D
irtySaL maps\de_elat-1.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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)


Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having h
uge rooms, or scaling a texture down to extremely small values (between -1 and 1
)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or ver
tex manipulated brushes should be suspect


----- END hlbsp -----



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 ([email protected])
----- BEGIN hlvis -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlvis.exe"-fast -chart
"C:\DirtySaL maps\de_elat-1.map"
>> There was a problem compiling the map.
>> Check the file C:\DirtySaL maps\de_elat-1.log for the cause.

----- END hlvis -----



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 ([email protected])
----- BEGIN hlrad -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlrad.exe"-extra -nopa
que -bounce 8 -chart "C:\DirtySaL maps\de_elat-1.map"
>> There was a problem compiling the map.
>> Check the file C:\DirtySaL maps\de_elat-1.log for the cause.

----- END hlrad -----



C:\DirtySaL maps\de_elat-1.wic deleted.
Could Not Find C:\DirtySaL maps\de_elat-1.lin
C:\DirtySaL maps\de_elat-1.lin deleted.
C:\DirtySaL maps\de_elat-1.p0 deleted.
C:\DirtySaL maps\de_elat-1.p1 deleted.
C:\DirtySaL maps\de_elat-1.p2 deleted.
C:\DirtySaL maps\de_elat-1.p3 deleted.
Could Not Find C:\DirtySaL maps\de_elat-1.prt
C:\DirtySaL maps\de_elat-1.prt deleted.
1 file(s) copied.
de_elat-1.bsp copied to C:\Program Files\Steam\SteamApps\.net\co
unter-strike\cstrike\maps
The system cannot find the file specified.
de_elat-1.pts copied to C:\Program Files\Steam\SteamApps\.net\co
unter-strike\cstrike\maps

Press any key to continue . . .
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Slackiller
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Posted: Thu Jun 24, 2004 11:25 am    Post subject:

http://www.slackiller.com/tommy14/errors.htm#leafface
also look at http://www.slackiller.com/tommy14/errors.htm#maxpatch
what nem is saying to do is scroll down to the lower level(players eye height). look up and take a mental picture and then delte the brushes that you can not see from the normal playing view. (delete all the back brushes you cant see).
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SaL
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Joined: 04 Feb 2004
Posts: 37
Location: Washington St Valve's backyard

Posted: Thu Jun 24, 2004 1:40 pm    Post subject:

Thx Slackiller, icon_dance

I downloaded all them tutorials to my laptop and I'll read them at work.I get it now icon_flamed ,so I just delete mostly from the top elevations where a player won't see it then bring the sky texture in,and tie it back together. icon_nervious

Do you use/like the TG program? I'm thinking I should just use alot smaller section of generated terrain then build around it the regular way.What is the largest sized brushes that you recommend using when building a map Slack's? 256x256? or does it matter much?

I got a 3-1/2-day weekend so hopefully I'll make alot of progress mapping

thx again icon_joy
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Posted: Thu Jun 24, 2004 11:09 pm    Post subject:

brush size doesn't really matter.
Have you seen this Tutorial I made. It's what nems terrain generator does for you.
This is the way to do it by hand.
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