Hlbsp: Error: Exceeded Max_leaf_faces

MonarchistMonarchist Join Date: 2003-08-17 Member: 19844Members
<div class="IPBDescription">how to find error?</div> Hi ! I am using WorldCraft 3.33 for making ns-maps. While doing my new map I got this error :

hlbsp: Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect

WorldCraft can't find any errors ("check for problems") and I too can't find any brush with this error.

What can you to advice to me?

Thanks...

Comments

  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Check for huuuuge rooms? I don't know, but search the forum for this error. Hopefully you'll find the answer.
  • MonarchistMonarchist Join Date: 2003-08-17 Member: 19844Members
    <!--QuoteBegin--NerdIII+Sep 14 2003, 06:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Sep 14 2003, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Check for huuuuge rooms? I don't know, but search the forum for this error. Hopefully you'll find the answer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The problem is in only huge rooms?
    But I have there only one huge room - the room with texture "sky".
    In my map there are only two playble rooms now and they aren't huge.
    And, it wasn't any error with this big room "sky",before I done new small room and connect it with the first...
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    download valve hammer editor 3.5b and check problems again.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <!--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-->Max_leaf_faces
    You have gone over a limit similar to max patches error, but by BSP creating too many leaf faces for VIS to handle - probably due to "shattering" of a brush. Did you carve a complex brush (like a cylinder) or intersect it with another brush? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    -cliptype precise ?
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    too complex or tu much brushes in the same place put sometihng to func wall.
    click on texture mark and see what is mark with tha texture if small piec es could be change for a large brushe change comples things for brushes get a picture from the place like a wall with some control and create a new wad.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    from <a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>http://www.slackiller.com/tommy14/errors.htm</a>
    Max_leaf_faces
    You have gone over a limit similar to max patches error, but by BSP creating too many leaf faces for VIS to handle - probably due to "shattering" of a brush. Did you carve a complex brush (like a cylinder) or intersect it with another brush?
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    This is a common error when you create a big box (outdoor area) and begin to fill it with stuff. I had this on my last to mapping approaches. er...and carioca: what's that texture got to do with solving the problem?
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--QuoteBegin--NerdIII+Sep 20 2003, 08:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Sep 20 2003, 08:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> er...and carioca: what's that texture got to do with solving the problem? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it's kind of a joke.
    And the compiler should say the name of the bad texture. helps a bit
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