Please Save My Maps Life!

NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
<div class="IPBDescription">Only pennies a day can buy it medicine!</div> My Co_ map has come much too far for it to be killed by these errors. Is f I could get some extensive info on how to fix them I would be forever grateful. Hell, if it helps me enough I'll throw in some cash over paypal! I just can't let this one die!

** Executing...
** Command: Change Directory
** Parameters: C:\SIERRA\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\SIERRA\Half-Life\ns\maps\co_shatter.map" "C:\SIERRA\Half-Life\ns\maps\co_shatter.map"


** Executing...
** Command: C:\SIERRA\HALF-L~1\valve\qcsg.exe
** Parameters: "C:\SIERRA\Half-Life\ns\maps\co_shatter"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\SIERRA\Half-Life\ns\maps\co_shatter.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (3)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (5)
Using WAD File: \sierra\half-life\ns\ns.wad
Using WAD File: \sierra\half-life\ns\v_wad.wad
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\ns\ns_spank3.wad
Using WAD File: \sierra\half-life\ns\ns2.wad
added 1 additional animating textures.

************ ERROR ************
Textures exceeded MAX_MAP_MIPTEX

** Executing...
** Command: C:\SIERRA\HALF-L~1\valve\qbsp2.exe
** Parameters: "C:\SIERRA\Half-Life\ns\maps\co_shatter"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----

************ ERROR ************
ReadSurfs: 5310 > numplanes

** Executing...
** Command: C:\SIERRA\HALF-L~1\valve\vis.exe
** Parameters: "C:\SIERRA\Half-Life\ns\maps\co_shatter"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
LoadPortals: couldn't read C:\SIERRA\Half-Life\ns\maps\co_shatter.prt
No vising performed.

** Executing...
** Command: C:\SIERRA\HALF-L~1\valve\qrad.exe
** Parameters: "C:\SIERRA\Half-Life\ns\maps\co_shatter"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\SIERRA\HALF-L~1\valve\lights.rad']
[1 texlights parsed from 'C:\SIERRA\HALF-L~1\valve\lights.rad']

No vis information, direct lighting only.
4237 faces
109790 square feet [15809901.00 square inches]
17376 patches after subdivision
98 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (83)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/400 1536/25600 ( 6.0%)
planes 5304/32767 106080/655340 (16.2%)
vertexes 5577/65535 66924/786420 ( 8.5%)
nodes 1931/32767 46344/786408 ( 5.9%)
texinfos 1002/8192 40080/327680 (12.2%)
faces 4237/65535 84740/1310700 ( 6.5%)
clipnodes 8257/32767 66056/262136 (25.2%)
leaves 1163/8192 32564/229376 (14.2%)
marksurfaces 5086/65535 10172/131070 ( 7.8%)
surfedges 19842/512000 79368/2048000 ( 3.9%)
edges 10509/256000 42036/1024000 ( 4.1%)
texdata [variable] 2644/2097152 ( 0.1%)
lightdata [variable] 550941/2097152 (26.3%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 11627/131072 ( 8.9%)
=== Total BSP file data space used: 1141112 bytes ===
83 seconds elapsed

** Executing...
** Command: C:\SIERRA\HALF-L~1\hl.exe
** Parameters: -game ns +map "co_shatter"

Comments

  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    I think I may have found a temporary fix... But I'm not sure if it will hold out until I finish the map.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    First off, get some better compile tools. The ones you're using are ancient. Try the ones in the webbed topic at the top of this forum.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <a href='http://www.slackiller.com/tommy14/errors.htm#miptex' target='_blank'>http://www.slackiller.com/tommy14/errors.htm#miptex</a>

    Sounds like you are using too many textures in your map for your compiler to handle (and possibly for the computer of the person who runs your map). Also, download Cagey's compiler tools in the sticked thread at the top of this forum NOW. You shouldn't be using the default valve compiles tools anymore, and especially not for a mod as complicated and computer killing as NS...

    <a href='http://www.slackiller.com/tommy14/errors.htm#numplanes' target='_blank'>http://www.slackiller.com/tommy14/errors.htm#numplanes</a>

    Not much I can say about your second error, the above link explains exactly how to fix it.

    SUMMARY: Your map is easily saved, so stop panicing.

    PS - Never offer money to have your map fixed as no self-respecting mapper would ever accept money in order to help out a fellow mapper in need.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    edited October 2003
    Use Xp Cageys compile tools. They are in the stickey thread at the top of the forum. Pretty sure using them will help you a lot.

    :edit: 2 people posted while I was posting <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    the MAX_MAP_MIPTEX can be helped without changing textures with "-texdata <numbers>" in CSG,
    but isn't encouraged if you want to follow guidelines
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    So he has to use smaller/less textures in his map, right? The keyword is reuse. Some textures can be used at multiple occassions, but try not to scale adjacent textures by more than 2 or it will look poor.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Iirc, ZHLT raised the texture limit from ~2 mb to ~4 mb, with no adverse effects. So get some new compile tools and see if you still get errors.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Alright I'm suin the new compile tools. So much faster! Thanks Cagey! All was fine, but now I think I have a leak. Vising isn't running <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Off to find my leak.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    new compile tools = q-tools -> Zoner -> Merl -> Cagey. Thanks to all three of them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Though Zoner is from Valve, he should have coded the HLT much earlier instead of letting the mappers use the Quake tools.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Use ZHLT Compile tools, they're really helpfull and tell you what kind of error you have <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sign In or Register to comment.