Missing Faces
Kouji_San
Sr. Hινε UÏкεεÏεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<div class="IPBDescription">can you say ANNOYING</div> I added 2 elevators in me map and all of a sudden some faces did go invisble like the side of the elevator and some buttons which operate the elevators and even on the other side of the map some glass walls are going invisible.
So I tried removing the elevators but the errors remain.
I'm doing a full compile with the batch compiler and also have the latest 13p compile tools. Also I see no errors in the hammer check or in the compile log.
WTH is going on <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
So I tried removing the elevators but the errors remain.
I'm doing a full compile with the batch compiler and also have the latest 13p compile tools. Also I see no errors in the hammer check or in the compile log.
WTH is going on <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Comments
Without cutting off unused extra planes you hit the hl engine limit wich causes this error, and later makes hl just crash on loading the map.
Kouji San, when you add "-chart" to your hlrad command line, are there any values that are nearly full (>95%)?
------------ --------------- --------------- --------
models 142/400 9088/25600 (35.5)
planes 33674/65535 673480/1310700 (51.4)
vertexes 13728/65535 164736/786420 (20.9)
nodes 7484/32767 179616/786408 (22.8)
texinfos 2440/32767 97600/1310680 ( 7.4)
faces 9323/65535 186460/1310700 (14.2)
clipnodes 21219/32767 169752/262136 (64.8)
leaves 4367/8192 122276/229376 (53.3)
marksurfaces 15315/65535 30630/131070 (23.4)
surfedges 41895/512000 167580/2048000 ( 8.2)
edges 24000/256000 96000/1024000 ( 9.4)
texdata [variable] 4932/4194304 ( 0.1)
lightdata [variable] 2247516/6291456 (35.7)
visdata [variable] 166483/2097152 ( 7.9)
entdata [variable] 57325/524288 (10.9)
112 textures referenced
=== Total BSP file data space used: 4373474 bytes ===
2968.48 seconds elapsed [49m 28s]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I wouldnt say anything is maxed out <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
going to delete the offending entities and rebuild them to check of that has any effect <!--emo&:angry:--><img src='http://www.natural-selection.org/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
well... ill give opt_plns.exe a try.. hope it helps.
replacing the solid entities is no solution for this problem, i already tried that.
i also tried to replace the 2 .dll files (MSVCP70.DLL and msvcr70.dll) but that was no solution, too :/
hopefully opt_plns.exe will help *presses-thumbs* <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
------------ --------------- --------------- --------
models 147/400 9408/25600 (36.8)
<span style='color:red'>planes 33866/65535 677320/1310700 (51.7)</span>
vertexes 14204/65535 170448/786420 (21.7)
nodes 7733/32767 185592/786408 (23.6)
texinfos 2540/32767 101600/1310680 ( 7.8)
faces 9637/65535 192740/1310700 (14.7)
clipnodes 21833/32767 174664/262136 (66.6)
leaves 4537/8192 127036/229376 (55.4)
marksurfaces 15819/65535 31638/131070 (24.1)
surfedges 43395/512000 173580/2048000 ( 8.5)
edges 24843/256000 99372/1024000 ( 9.7)
texdata [variable] 4932/4194304 ( 0.1)
lightdata [variable] 3125643/6291456 (49.7)
visdata [variable] 173855/2097152 ( 8.3)
entdata [variable] 58968/524288 (11.2)
112 textures referenced
=== Total BSP file data space used: 5306796 bytes ===<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<span style='font-size:12pt;line-height:100%'><span style='color:purple'><b>opt_plns.exe chart:</b></span></span>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 147/400 9408/25600 (36.8)
<span style='color:red'>planes 33866/32767 677320/655340 (103.4)VERY FULL!</span>
vertexes 14204/65535 170448/786420 (21.7)
nodes 7733/32767 185592/786408 (23.6)
texinfos 2540/32767 101600/1310680 ( 7.8)
faces 9637/131071 192740/2621420 ( 7.4)
clipnodes 21833/32767 174664/262136 (66.6)
leaves 4537/8192 127036/229376 (55.4)
marksurfaces 15819/65535 31638/131070 (24.1)
surfedges 43395/512000 173580/2048000 ( 8.5)
edges 24843/256000 99372/1024000 ( 9.7)
texdata [variable] 4932/4194304 ( 0.1)
lightdata [variable] 3125643/4194304 (74.5)
visdata [variable] 173855/2097152 ( 8.3)
entdata [variable] 58968/524288 (11.2)
=== Total BSP file data space used: 5306796 bytes ===
Planes in map: 33866
Planes actually used: 9345<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
opt_plns.exe did fix my missing faces, but why are the compiler tools using more faces then actually used ingame <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Simple: your map wouldn't compile otherwise. You'd see a MAX_MAP_PLANES error and you'd need to cut out part of the map.
The entire point of opt_plns is to get around the limit that people were frequently hitting so they could finish their maps.
This isn't a bug. It's by design.
You make the impossible possible <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I'm eventually going to roll opt_plns into HLBSP so you don't need to use the extra step, but it might be a while.