Missing Faces

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - 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-->

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    known bug when you use xp-cageys compile tools, that have higher limits (especially max_map_plane limit) without using opt_plns.exe on the compiled map to cut off unused planes.
    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.
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    Were can I get this exe I max out the hl capiblities a lot =/
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Hibame, XP-cageys tools can be downloaded <a href='http://www.unknownworlds.com/forums/index.php?showtopic=21248' target='_blank'>here</a>. They don't just magically fix overly complex maps, but can help in some instances.

    Kouji San, when you add "-chart" to your hlrad command line, are there any values that are nearly full (>95%)?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    <!--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            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-->
  • Lord_MaldazzarLord_Maldazzar Join Date: 2003-11-01 Member: 22193Members
    i have the same problem with my map.... but not only on the elevator... it affects only solid entities(like glass/elevator/etc), not solid brushes(like anything else :o ).
    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-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <span style='font-size:12pt;line-height:100%'><span style='color:purple'><b>Full compile 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          33866/65535    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-->
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Alot if faces get discarded when doing the compile. Or should be discarded, but arn't, so the opt_plns tool removes the unwanted planes so to speak, i think these are like ones touching the void, touching another brush, etc, so your actual amount of planes is way less then what the compile tools listed, hence the need for cageys opt tool.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Kouji San+May 21 2004, 05:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 21 2004, 05:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    Well Cagey I'm just glad we have you as our mapping tools messiah...

    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-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Kouji San+May 23 2004, 07:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 23 2004, 07:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--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.
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