Planes
yesukai
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...
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
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-->
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?
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).
-ambient r g b has had that functionality since the first ZHLT build, though...
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>