Compiling Problem

humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
<div class="IPBDescription">the ns specific csg</div> Here is the problem... at 3999 solids I can compile fine, with the 4000 solids (in worldcraft) csg crashes in the following fashion: <a href='http://www.boomspeed.com/brer/error.jpg' target='_blank'>http://www.boomspeed.com/brer/error.jpg</a>

And I talked to ken20banks and he said nothing had over 4400 solids, is this problem specific to me then? I use nemesis' batch compiler and the hlcsg that came with the nstr2. Any suggestions?

Comments

  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    That crash can happen if you've run over the planes limit. The only way to know for sure is to start deleting chunks of your map and trying to re-compile. As soon as the compile can make its way past the CSG step successfully, add -chart to CSG so that you can see how your planes usage is.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    I don't think I went over the planes limit, I just scaled every texture up 2x (which would lower the number of planes, correct?) and still get the error with 4024 solids in worldcraft.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    simply drop it lowere then 4k then!
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    probably a good idea to optimize anyways
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Add "-chart" to hlcsg when your map barely compiles and see if anything is nearly full (90%+). If so, try to reduce that number. If you don't know how to, ask in this forum, or Valve-ERC.

    I don't believe you need to use the hlcsg that came with NSTR2. Using the latest custom build, available at Valve-ERC, should also work.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    edited November 2002
    Scaling textures won't affect the number of planes in your map at all. Don't confuse w-polys with planes. They are very different things.

    By the way, adding -chart to CSG won't help you see what's wrong if CSG performs an illegal op, and even if it doesn't, I've noticed that if you're too far over the plane limit and an illegal op doesn't happen, the planes usage is shown as zero. If this happens, you'll know you gone <i>way</i> over the limit.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    Planes are what you manipulate in the editor, not what is shown in game. Every face of every brush counts as a plane, whether it is visible, or forms the exterior of your brushwork facing the void.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Wolv+Nov 13 2002, 10:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Nov 13 2002, 10:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't believe you need to use the hlcsg that came with NSTR2. Using the latest custom build, available at Valve-ERC, should also work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Exactly. All the features in the NSTR2 variant are fully incorporated in the latest custom ZHLT by Merl, and have been, well, pretty much since right around NSTR2.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    edited November 2002
    so presumably if I covered a face with a null texture it would not add to the planes?

    edit... it looks like the large amount of clip brushes I was forced to add after hitting the clipnodes max has made the planes skyrocket, i'll just have to work on it I suppose.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    If the face simply exists it will add to the plane count. The thing to do here is clean up your brushwork. If you ever used two brushes where one would suffice, switch it up.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    Okay, here's the log, i'm more confused than ever...
    <a href='http://www.boomspeed.com/brer/error.txt' target='_blank'>http://www.boomspeed.com/brer/error.txt</a>
    What can you make of the error?
    Error: ReadSurfs (line 1): 6767 > g_numplanes
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    edited November 2002
    here's a stumper :
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->hlcsg v2.5.3 rel (May  2 2001)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (zoner@gearboxsoftware.com)
    -----  BEGIN  hlcsg -----
    Command line: C:\zoners\hlcsg.exe c:\sierra\half-life\ns\maps\ns_rift -hullfile c:\sierra\half-life\ns\nshulls.txt

    -= Current hlcsg 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 ]
    onlyents              [     off ] [     off ]
    wadtextures           [      on ] [      on ]
    skyclip               [      on ] [      on ]
    hullfile              [ c:\sierra\half-life\ns\nshulls.txt ] [    None ]
    min surface area      [   0.500 ] [   0.500 ]
    brush union threshold [   0.000 ] [   0.000 ]

    Wadinclude list :
    [zhlt.wad]


    Loading hull definitions from 'c:\sierra\half-life\ns\nshulls.txt'
    entering c:\sierra\half-life\ns\maps\ns_rift.map
    Error: Entity 150 has no visible brushes

    Error: No visibile brushes
    Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
    Howto Fix: self explanitory


    -----   END   hlcsg -----



    hlbsp v2.5.3 rel (May  2 2001)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (zoner@gearboxsoftware.com)
    -----  BEGIN  hlbsp -----
    Command line: C:\zoners\hlbsp.exe c:\sierra\half-life\ns\maps\ns_rift
    >> There was a problem compiling the map.
    >> Check the file c:\sierra\half-life\ns\maps\ns_rift.log for the cause.

    -----   END   hlbsp -----



    hlvis v2.5.3 rel (May  2 2001)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (zoner@gearboxsoftware.com)
    -----  BEGIN  hlvis -----
    Command line: C:\zoners\hlvis.exe c:\sierra\half-life\ns\maps\ns_rift
    >> There was a problem compiling the map.
    >> Check the file c:\sierra\half-life\ns\maps\ns_rift.log for the cause.

    -----   END   hlvis -----



    hlrad v2.5.3 rel (May  2 2001)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (zoner@gearboxsoftware.com)
    -----  BEGIN  hlrad -----
    Command line: C:\zoners\hlrad.exe c:\sierra\half-life\ns\maps\ns_rift
    >> There was a problem compiling the map.
    >> Check the file c:\sierra\half-life\ns\maps\ns_rift.log for the cause.

    -----   END   hlrad -----



    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->


    there is NOTHING wrong with the brush entity in question...


    <b> [edit]wait does this mean the door isn't big nuff for onos? [/edit]</b>
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    ok i see now, the brush number was wrong, i had a brush that was an entity coverd in clip though..
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i>i had a brush that was an entity coverd in clip though.. </i>
    That's right, an entity that's entirely made out of clip brushes will create an error. Putting in at least one normal brush will fix this. An example of a use for this are the train windows in the HL tram ride intro.


    <i>models 0/400 0/25600 ( 0.0)
    planes 782/32767 15640/655340 ( 2.4)
    vertexes 0/65535 0/786420 ( 0.0)
    nodes 0/32767 0/786408 ( 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)
    What can you make of the error?
    </i>
    As Relic25 mentioned, all these values at 0 (or near zero for such a large map) mean you've gone way over the limit. Simplify your map or fix up your brushwork.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    Thanks for the help guys, I got my planes under 100% without too much trouble but now i'm having problems with clipnodes again, is there a way to chart these at all?
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    Add the -chart to bsp. I don't think csg knows how many clipnodes there are cause they haven't been computed yet.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I'm just curious as to what your desktop picture was when you took the illegal operation screenshot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    Its a picture of an island from the national geographic photo of the day website.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    edited December 2002
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