It's All About The Limits...

SolarisSolaris Join Date: 2003-05-11 Member: 16213Members
<div class="IPBDescription">MAX_MAP_MODELS .. wth??</div> Hi guys.

A friend and I have been working on our Map ns_gremlin for a few weeks now.
We tried not to get above any limits given in the Mapping Guidelines (well, w_poly-limits that is).
We designed the map room by room and ran into a MAX_PLANES error someday... good luck this could easily be fixed with the -sparse parameter.

Now that the map is about 2/3 finished, we run into this error..
neither of us knows about that limit the compiler is complaining about.
As you can see I used -chart to keep trak of how many "resources" we have left to build the map and it looked like the map would fit (it's a large map)... now this **** error.

Maybe somebody know a workaroud/fix for this error/limit?
Would be really annoying to throw away a mpa after so much work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

Here's the Log:

<!--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:\PROGRA~1\ZHLT\HLCSG.EXE -hullfile ns\nshulls.txt -low -chart c:\spiele\half-life\ns\ns_gremlin

-= 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              [     Low ] [  Normal ]

noclip                [     off ] [     off ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [ 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 'ns\nshulls.txt'
entering c:\spiele\half-life\ns\ns_gremlin.map
CreateBrush:
(78.38 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(12.68 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              0/400            0/25600    ( 0.0)
planes          17032/32767     340640/655340   (52.0)
vertexes            0/65535          0/786420   ( 0.0)
nodes               0/32767          0/786408   ( 0.0)
texinfos         5992/32767     239680/1310680  (18.3)
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: 580320 bytes ===
Using WAD File: \spiele\half-life\ns\ns_tanith.wad
Using WAD File: \spiele\half-life\ns\wall_lab.wad
Using WAD File: \spiele\half-life\ns\ns_bast.wad
Using WAD File: \spiele\half-life\ns\ns_hera.wad
Using WAD File: \spiele\half-life\ns\ns_eclipse.wad
Using WAD File: \spiele\half-life\ns\ns.wad
Using WAD File: \spiele\half-life\ns\decals.wad
Using WAD File: \spiele\half-life\ns\ns_nothing.wad
Using WAD File: \spiele\half-life\ns\hallwall_1.wad
Using WAD File: \spiele\half-life\valve\halflife.wad
Using WAD File: \spiele\half-life\ns\ns_gremlin.wad
added 2 additional animating textures.
Texture usage is at 3.97 mb (of 4.00 mb MAX)
93.60 seconds elapsed [1m 33s]

-----   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:\PROGRA~1\ZHLT\HLBSP.EXE -low -chart c:\spiele\half-life\ns\ns_gremlin

-= 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            [     Low ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 240)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\spiele\half-life\ns\ns_gremlin.prt'
Error: Exceeded MAX_MAP_MODELS
Description: The maximum number of brush based entities has been reached
Howto Fix: Remove unnecessary brush entities, consolidate similar entities into a single entity


-----   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:\PROGRA~1\ZHLT\HLVIS.EXE -full -low -chart c:\spiele\half-life\ns\ns_gremlin
>> There was a problem compiling the map.
>> Check the file c:\spiele\half-life\ns\ns_gremlin.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:\PROGRA~1\ZHLT\HLRAD.EXE -notexscale -sparse -extra -low -chart c:\spiele\half-life\ns\ns_gremlin
>> There was a problem compiling the map.
>> Check the file c:\spiele\half-life\ns\ns_gremlin.log for the cause.

-----   END   hlrad -----
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Comments

  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Possible problems....
    You should use max 8 different wad files in the editor or map. Use less wads.
    Texture usage is at 3.97 mb (of 4.00 mb MAX). Near maximum texture mem, try using less textures or smaller versions. And this in the log.
    Description: The maximum number of brush based entities has been reached
    Howto Fix: Remove unnecessary brush entities, consolidate similar entities into a single entity

    So try to remove func_walls etc. and turn them back to world brush if possible.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    îts theh numba of brush based entities. make neighbour entties one big entitie or just use less (move to world / delete).
    and use 8 different wad files max or u get werid random errors. just build a cusom wad file.

    use the -chart in every compile step and you will see some >100% at models because every visible brush based entity becomes a model.
    using the null texture for invisible entities is good too but might not help much here.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    consolidate any func_walls that are within 512 units of eachother into a single func_wall. Same thing for func_illusionary s etc.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Since the other people already helped you with the error I though I'd point something out to you.
    <!--QuoteBegin--Solaris+Jul 5 2003, 10:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Solaris @ Jul 5 2003, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We designed the map room by room and ran into a MAX_PLANES error someday... good luck this could easily be fixed with the -sparse parameter.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The -sparse option only affect the rad compiling, if you get a MAX_PLANES error -sparse won't help at all.

    Also consolidating func_walls or turning them back into worldbrushes will probably increase w_ploys so be careful when doing that.

    Also if there's an error you shouldn't try to run vis/rad, with some errors the vis/rad with take forever to run instead of refusing to run.
  • SolarisSolaris Join Date: 2003-05-11 Member: 16213Members
    <!--QuoteBegin--Shadowics+Jul 5 2003, 12:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 5 2003, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Since the other people already helped you with the error I though I'd point something out to you.
    <!--QuoteBegin--Solaris+Jul 5 2003, 10:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Solaris @ Jul 5 2003, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We designed the map room by room and ran into a MAX_PLANES error someday... good luck this could easily be fixed with the -sparse parameter.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The -sparse option only affect the rad compiling, if you get a MAX_PLANES error -sparse won't help at all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Uhm, my bad, it was MAX_PATCHED of course.

    Thanks for the help so far... problem is, most of the func_walls are there because world-brushes caused very high w_poly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Sonja / Solaris
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    patches are that little light square parts.
    needs more scaled textures or decrease light quality (blocky shadows) wich -chop and -texchop.
    -chop 128 and -texchop 64 are default?
    hicger 2^x numbers decrease quality and patches and lower RAD time.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    He knows about patches and doesn't have a problem there because he used -sparse. You could even use -nomatrix which raises the max_patches even higher.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->BSP generation successful, writing portal file 'c:\spiele\half-life\ns\ns_gremlin.prt'
    Error: Exceeded MAX_MAP_MODELS
    Description: The maximum number of brush based entities has been reached
    Howto Fix: Remove unnecessary brush entities, consolidate similar entities into a single entity<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sometimes the error log is your best source.

    MAX_MAP_MODELS is equal to 400 (which happens to be the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Resource_Limits' target='_blank'>Mapping Guidelines</a>' limit on total entities) in both Merl's build and mine, so you'd need to trim your count if you wanted to fit the guidelines anyway...
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