Planes

yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
<div class="IPBDescription">Probably been answered before....</div>Ok, ive heard a lot of people getting max plane errors and stuff... my question:
do planes touching the Void or planes that are flush against each other(ie, planes that get culled) contribute to this, or are only the planes that make it to the final map contributing to this error? Just going to effect my map design...

Comments

  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    All of them.  Planes are counted before the 'exterior' surfaces are culled out.  Brushes may share common planes though to save on the total number.
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    @%!#^$%#$!*$&!#$^

    Hehe. Shoulda known that BEFORE I started making purdy rock formations. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    Righty-o, one more question on planes:
    My definition of a plane has it stretching forever. So, If I line up and new architexture with old planes it should not add a too many planes, right?
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    If u talk about the max number of brushs i think i can remove this limitation. can remove the max number of entities too. I already removed the check for textures'size (a little bit useless).
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    I doubt that is possible.  Those are hard-coded in.  If it <b>were</b> possible, you would have seen it done already.
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    <a href="http://membres.lycos.fr/nolagrulez/extracsg.zip" target="_blank">http://membres.lycos.fr/nolagrulez/extracsg.zip</a>

    There will not have any changes expected when u have a max_XXXX error listed here.
    U should no longer have a MAX_XXXXX error LISTED IN THE README, maybe it will work maybe the compile tool/half-life will be sick.


    I also changed hlrad.exe. I can change the color of the shadow from black (the normal color is black->cant see the texture) to a color (red is beautiful ^^) or make it brighter (instead of black there will have something grey).

    Dont understand? Check this:


    <img src="http://membres.lycos.fr/nolagrulez/images/test0000%20copy.jpg" border="0">



    <a href="http://membres.lycos.fr/nolagrulez/TEST.bsp" target="_blank">http://membres.lycos.fr/nolagrulez/TEST.bsp</a>

    the .bsp (standard half-life).
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    How can I check to see how many planes I am using?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Add the -chart parameter to your compile tools. It will spit back a bunch of useful... stuff.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Monkeyget+July 24 2002,10:25--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Monkeyget @ July 24 2002,10:25)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I also changed hlrad.exe. I can change the color of the shadow from black (the normal color is black->cant see the texture) to a color (red is beautiful ^^) or make it brighter (instead of black there will have something grey).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    -ambient r g b has had that functionality since the first ZHLT build, though...
  • MerlMerl Join Date: 2002-01-30 Member: 132Members
    And it is, of course, a very simple matter to change a constant hex value in source code and recompile. In fact, anybody who has access to a c++ compiler of some sort can change any of the maximum values mentioned in this thread quite easily. They are all listed as constants in bspfile.h, and are even commented with notes from Zoner.

    The trick is, of course, knowing whats limits to change and by how much, so as to not break anything else. In fact, just below the max planes limit, is a code comment from Zoner, which i'll put here:

    <!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
    #define MAX_MAP_PLANES      32767
    // (from email): I have been building a rather complicated map, and using your latest
    // tools (1.61) it seemed to compile fine.  However, in game, the engine was dropping
    // a lot of faces from almost every FUNC_WALL, and also caused a strange texture
    // phenomenon in software mode (see attached screen shot).  When I compiled with v1.41,
    // I noticed that it hit the MAX_MAP_PLANES limit of 32k.  After deleting some brushes
    // I was able to bring the map under the limit, and all of the previous errors went away.
    <!--c2--></td></tr></table><span id='postcolor'><!--ec2-->

    My point is, that changing limits willy nilly is not a good idea. Limits are in place for a reason.

    BTW, this thread seems to have its brother here:
    <a href="http://www.chatbear.com/cgi-bin/board.pl?action=viewthread&threadid=536,1026767106,29732&id=264067&boardid=9#6" target="_blank">http://www.chatbear.com/cgi-bin....did=9#6</a>
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