Error: Exceeded MAX_MAP_CLIPNODES

Error: Exceeded MAX_MAP_CLIPNODES

Hammer Mapping — Page [1]
bandora

2008 Sep 24 • 80
Hello all,

I know what that error is all about.. but I am trying to fix it and I just can't do it!!! I tried everythign I can.. I even changed all the outer (unnecessary) SKY textures to NULL.. and I still get the same error.. I took off a lot of unnecessary SKY textures and I still get the same error.. It's pissing me off.. I can't fix it!

I even took out all the unnecessary SKY textures in two of the arenas and just put a plain simple sky box around the whole map.. and NULLed the outsides too.. This is getting frustrating.

I uploaded the rmf so you guys could look at it and IF you can please fix it for me.. or if you can guide me on how to do it!!

RMF: Removed.

Log:
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlcsg.exe "C:Program FilesValve Hammer Editormapsproject combo"
Entering C:Program FilesValve Hammer Editormapsproject combo.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

65 brushes (totalling 390 sides) discarded from clipping hulls
CreateBrush:
(16.78 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(11.41 seconds)

Using Wadfile: program filesvalve hammer editorwadshalflife.wad
- Contains 21 used textures, 21.88 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstrike.wad
- Contains 6 used textures, 6.25 percent of map (123 textures in wad)
Including Wadfile: program filesvalve hammer editortoolszhltzhlt.wad
- Contains 1 used texture, 1.04 percent of map (3 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstfc2.wad
- Contains 44 used textures, 45.83 percent of map (395 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_dust.wad
- Contains 20 used textures, 20.83 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_dusterno.wad
- Contains 4 used textures, 4.17 percent of map (5 textures in wad)

added 9 additional animating textures.
Texture usage is at 2.70 mb (of 4.00 mb MAX)
31.58 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlbsp.exe "C:Program FilesValve Hammer Editormapsproject combo"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:Program FilesValve Hammer Editormapsproject combo.prt'
Error: Exceeded MAX_MAP_CLIPNODES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlvis.exe "C:Program FilesValve Hammer Editormapsproject combo"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValve Hammer Editormapsproject combo.log for the cause.

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlrad.exe "C:Program FilesValve Hammer Editormapsproject combo"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValve Hammer Editormapsproject combo.log for the cause.

----- END hlrad -----


Err:
hlbsp: Error: Exceeded MAX_MAP_CLIPNODES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 May 30 at 02:43 UTC — Ed. 2009 Jun 4 at 02:11 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
well crect me if im rong NatureJay but i think it to close to the map edges
I drink to forget but I always remember.
 
 
 
2009 May 30 at 04:14 UTC
bandora

2008 Sep 24 • 80
No that gives you a different error.. forgot what it was tho.
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 May 30 at 05:47 UTC
fedex _

2009 Mar 23 • 910
13 ₧
you will have to simplify some parts of the map theres no other way, make some of the pillars, dentations, rocks in to func_wall will probably healp allot, also try to se if you can compile the map using different cliping modes with the toos Empyre just toold you about. if you are having a hard time using the command lines try the batch compiler by nem and the specification file i made for the compiler i question


i didnt say this someone else posted to your same problem at another forums ...
melloyellow582 said:
I post sometimes, to make a point.
 
 
 
2009 May 30 at 08:14 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Did you say you stuck a box around the whole map? The best thing to do is instead put a box at the edges, only covering what can be seen (and obviously meeting the rest of the geometry to avoid leaks).
 
 
 
2009 May 30 at 15:17 UTC
bandora

2008 Sep 24 • 80
@ Down Rodeo

Look at the rmf that I provided in the post so you can see what I am talking about..

Also fedex_ I have no idea what you're talking about haha.. If you could tell me what you mean exactly and tools are you referring to that would be awesome..
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 May 30 at 21:36 UTC
bandora

2008 Sep 24 • 80
By the way.. What is causing this error.. the sky textures on my map?? or the brushes that are on the maps themselves?? I am asking this so I can know from where to start.. if the sky boxes are fine or not.. etc.
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 May 30 at 21:49 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Quote:

MAX_MAP_CLIPNODES

There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.

When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).

If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.

http://www.slackiller.com/tommy14/errors.htm#clipnode


I think DR and fedex is right on this one.

I think your main problem here is the two fy_maps (the one that uses dust-textures and the other which got snow on the ground and some mill in the center), those two maps needs to be completly rebuilt(clean up brushwork) plus they need to have a correctly built sky.

Of course, even after you've done all that it still may not compile. You just have to accept that this map may be too big/complex for the compile tools to handle.
QUACK! QUACK!
 
 
 
2009 May 31 at 06:38 UTC — Ed. 2009 May 31 at 06:44 UTC
bandora

2008 Sep 24 • 80
but I am not a guy that gives up on this! O.o and I know that it can be done since there's a map that's the same exact idea as mine that's called de_duztec..

Now I didn't understand what fedex was talking about.. like who's Empyre and what does he mean by try to compile the map with different nodes.. and I still don't understand what clipnodes are exactly?? Like maybe if I understand what it is, I could then reduce those clipnodes that the error is talking about.. Also, should I convert a couple of walls, boxes on the maps to func_wall?? will that work?
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 Jun 1 at 04:47 UTC — Ed. 2009 Jun 1 at 04:47 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
bandora said:
but I am not a guy that gives up on this! O.o and I know that it can be done since there's a map that's the same exact idea as mine that's called de_duztec..

Now I didn't understand what fedex was talking about.. like who's Empyre and what does he mean by try to compile the map with different nodes.. and I still don't understand what clipnodes are exactly?? Like maybe if I understand what it is, I could then reduce those clipnodes that the error is talking about.. Also, should I convert a couple of walls, boxes on the maps to func_wall?? will that work?

Empyre was probably talking about the different cliptypes that can be set on hlcsg. You could try -cliptype smallest which should create the smallest amount of clipnodes possible, of course it will do so on behalf of other stuff, it will probably cause "sticky corners" and other unwanted things.

Turning stuff into func_wall may lower the amount of clipnodes, i'm not really sure but I guess it's worth a shot.

Anyway, as I said in my earlier post, your main-problem is probably the two decompiled fy-maps. Start with what DR said and build correct skyboxes for the two fy-maps. That should reduce clipnodes quite a lot. Also that propeller-thingy on the top of that mill or whatever it is, turn it into func_illusionary or just delete it, cuz its fucked up and sliced into hundreds of pieces.
QUACK! QUACK!
 
 
 
2009 Jun 1 at 09:24 UTC — Ed. 2009 Jun 1 at 09:27 UTC
bandora

2008 Sep 24 • 80
Yes! I fixed this error! I tied a couple of things to the func_wall entity.. And made some "good" skyboxes on the the FY and the Awp maps... but then it gave me another error.. it's this one..

Exceeded MAX_PATCHES

Here's the new log:

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlcsg.exe "C:Program FilesValve Hammer Editormapsproject combo"
Entering C:Program FilesValve Hammer Editormapsproject combo.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

65 brushes (totalling 390 sides) discarded from clipping hulls
CreateBrush:
(12.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(9.52 seconds)

Using Wadfile: program filesvalve hammer editorwadshalflife.wad
- Contains 21 used textures, 22.11 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstrike.wad
- Contains 6 used textures, 6.32 percent of map (123 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsbandora.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)
Including Wadfile: program filesvalve hammer editortoolszhltzhlt.wad
- Contains 1 used texture, 1.05 percent of map (3 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_storm.wad
- Contains 1 used texture, 1.05 percent of map (74 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsmemario.wad
- Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstfc2.wad
- Contains 43 used textures, 45.26 percent of map (395 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_dust.wad
- Contains 20 used textures, 21.05 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_dusterno.wad
- Contains 3 used textures, 3.16 percent of map (5 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 9 additional animating textures.
Texture usage is at 2.65 mb (of 4.00 mb MAX)
26.89 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlbsp.exe "C:Program FilesValve Hammer Editormapsproject combo"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:Program FilesValve Hammer Editormapsproject combo.prt'
31.31 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlvis.exe "C:Program FilesValve Hammer Editormapsproject combo"
3623 portalleafs
10813 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(14.84 seconds)
LeafThread:
(672.47 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3380 and 3395:
(-475.000 10.000 -2474.938)
(-475.000 7.869 -2475.337)
(-697.882 -161.000 -2507.000)
(-699.000 -161.000 -2507.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 3387 and 3389:
(-639.533 -115.604 -2500.056)
(-541.882 -41.057 -2487.010)
(-541.984 -40.988 -2486.998)

average leafs visible: 187
g_visdatasize:246260 compressed from 1641219
687.75 seconds elapsed [11m 27s]

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlrad.exe "C:Program FilesValve Hammer Editormapsproject combo"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


25933 faces
Create Patches : 94158 base patches
0 opaque faces
784344 square feet [112945576.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


----- END hlrad -----


Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 Jun 3 at 05:01 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
http://www.slackiller.com/tommy14/errors.htm#maxpatch

Also, why are you compiling with an old version of ZHLT?
QUACK! QUACK!
 
 
 
2009 Jun 3 at 07:42 UTC — Ed. 2009 Jun 3 at 07:47 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Also remove some wads that you're not using. 8 should be the maximum.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jun 3 at 12:37 UTC
bandora

2008 Sep 24 • 80
@ KD.. Well here's the what's going on... When I compile with this version of ZHLT, it works fine (i.e. it doesn't give me the Exceeded MAX_CLIPNODES error)... with the newest ZHLT it gives me that..

But with the ZHLT that I am currently using gives me the Exceeded MAX_PATCHES error when I run hlrad.. when I don't run hlrad it does compile.. But the fps is terrible! (I did expect that btw)..

I saw a post that superjer made one time about this..

He says: "To make the lighting less detailed, change your hlrad line like this:

hlrad -chop 256 mapname "

I did that and it gave me an error.. do I need to change the 256 number? make it less.. more...??


@ Vita: And about the wads yes I know it's too much I am only testing it now.. What I am going to do so people don't have to download so many unnecessary wads.. I am going to take out all the textures that this map uses and put them in one (de_dusterno.wad). That will make the download MUCH easier for people. I mean tfc2.wad is 11MB! so that's not good.

P.S. I don't use a batch file to compile the map.. I do it directly from VHE.. For some odd reason it works for me that way better than using a batch file.. But I have a feeling I am going to need to compile this map using a batch file. :D

P.P.S.: KD that webpage you gave me says this: "then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower." How do I do that?? what's the -sparse flag-?

P.P.S.(1): Should I post the rmf/map with the wads and you guys can look at it and if u can make a quick fix if you see something wrong with it? Like can you guys do that for me? Maybe there's something that I am doing wrong? And btw the textures etc on those decompiled maps, I will redo them and make them better.. but I am talking about the outter walls, skies.. etc. Btw what I have now is a lot different than the first rmf.. in fact I am going to take that link off.
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 Jun 4 at 02:01 UTC — Ed. 2009 Jun 4 at 02:11 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
bandora said:

He says: "To make the lighting less detailed, change your hlrad line like this:

hlrad -chop 256 mapname "

I did that and it gave me an error.. do I need to change the 256 number? make it less.. more...??

What error?

bandora said:

P.P.S.: KD that webpage you gave me says this: "then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower." How do I do that?? what's the -sparse flag-?

http://zhlt.info/command-reference.html
QUACK! QUACK!
 
 
 
2009 Jun 4 at 08:07 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
bandora said:
P.S. I don't use a batch file to compile the map.. I do it directly from VHE.. For some odd reason it works for me that way better than using a batch file.. But I have a feeling I am going to need to compile this map using a batch file. :D

It's usually better to compile using a batch file as hammer requires way more resources to put it simply.

bandora said:
P.P.S.: KD that webpage you gave me says this: "then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower." How do I do that?? what's the -sparse flag-?

In the hlrad line of your batch file write hlrad -sparse mapname

bandora said:
P.P.S.(1): Should I post the rmf/map with the wads and you guys can look at it and if u can make a quick fix if you see something wrong with it? Like can you guys do that for me? Maybe there's something that I am doing wrong? And btw the textures etc on those decompiled maps, I will redo them and make them better.. but I am talking about the outter walls, skies.. etc. Btw what I have now is a lot different than the first rmf.. in fact I am going to take that link off.

Well, I would but the computer on which I have VHE and everything else is currently in the state of fucked up (to be more precise the CPU fan isn't working properly) so unfortunately I can't help you there.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jun 4 at 09:34 UTC
bandora

2008 Sep 24 • 80
So which one should I choose? the -sparse? or the -chop? I think superjer was talking about the -chop? And what value should I put there?

http://superjer.com/bb/viewtopic.php?p=17410#17410

Also I will compile it again using the batch file and see what errors it gives me other than the exceeded max_patches..

Also will see what error it gives me when I do hlrad -chop 256 mapname
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
 
2009 Jun 5 at 04:19 UTC — Ed. 2009 Jun 5 at 04:25 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Try them one at a time and see which one works best.

I would start with -sparse, if that one doesn't work i would try -chop #.
QUACK! QUACK!
 
 
 
2009 Jun 5 at 09:17 UTC — Ed. 2009 Jun 5 at 09:20 UTC
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