Error: Exceeded MAX_PATCHES

Error: Exceeded MAX_PATCHES

Hammer Mapping — Page [1]
King Kush
2008 May 8 • 10
I'm having some lighting problems, and I know the problem. MAX_PATCHES, I have no idea how to correct this problem. I ALWAYS seem to get it on big maps, but when I decompile other maps (such as fun_allinone), they're even bigger than mine. My map isn't really big, it's a good size. How is it possible for other people to make insanely huge maps but I can't even make a decent sized map without getting this problem?

Now let me get a few things out there:

1) YES, I have a hollowed box around my map, isn't really huge it kinda humps the walls. This isn't going anywhere seeing as I can't get rid of the leaks any other way.

2) I'm fairly new to map making, this is my first de_ map because I've only made fy_ and gg_ maps. So please, I beg of you, explain in a detailed, step by step, process of what I need to do to fix this MAX_PATCHES problem.

3) Use correct grammar, it's hard to understand people's explanations when they don't.

4) http://www.slackiller.com/tommy14/errors.htm#leafsaw <---Do not show me this link, because I've seen it a hundred times and do not understand his explanation of how to fix this problem (i.e: -sparse, -chop, etc).

Here is my compile:

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\deathmyer\counter-strike\cstrike\mapsC:\Valve\Steam\SteamApps\deathmyer\counter-strike"

ERROR: Could not open logfile C:\Program Files\Valve\Steam\SteamApps\deathmyer\counter-strike\cstrike\mapsC:\Valve\Steam\SteamApps\deathmyer\counter-strike.loghlbsp 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~1\VALVEH~1\tools\hlbsp.exe "C:\Program Files\Valve\Steam\SteamApps\deathmyer\counter-strike\cstrike\mapsC:\Valve\Steam\SteamApps\deathmyer\counter-strike"
Error: Can't open C:\Program Files\Valve\Steam\SteamApps\deathmyer\counter-strike\cstrike\mapsC:\Valve\Steam\SteamApps\deathmyer\counter-strike.p0

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2"

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~1\VALVEH~1\tools\hlcsg.exe c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2
Entering c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.63 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.95 seconds)

Using Wadfile: \valve\steam\steamapps\deathmyer\counter-strike\cstrike\halflife.wad
- Contains 9 used textures, 37.50 percent of map (3116 textures in wad)
Using Wadfile: \valve\steam\steamapps\deathmyer\counter-strike\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \valve\steam\steamapps\deathmyer\counter-strike\cstrike\de_frost.wad
- Contains 15 used textures, 62.50 percent of map (21 textures in wad)
Using Wadfile: \valve\steam\steamapps\deathmyer\counter-strike\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.76 mb (of 4.00 mb MAX)
10.06 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2"

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~1\VALVEH~1\tools\hlbsp.exe c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2.prt'
5.72 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2"

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~1\VALVEH~1\tools\hlvis.exe c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2
1420 portalleafs
4253 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.50 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (356.38 seconds)
average leafs visible: 190
g_visdatasize:136831 compressed from 252760
361.00 seconds elapsed [6m 1s]

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2"

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~1\VALVEH~1\tools\hlrad.exe c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ 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 ]


[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[50 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

10679 faces
Create Patches : 69428 base patches
0 opaque faces
725158 square feet [104422824.00 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 -----




** Executing...
** Command: Copy File
** Parameters: "c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2.bsp" "C:\Program Files\Valve\Steam\SteamApps\deathmyer\counter-strike\cstrike\maps\de_frost2.bsp"

The command failed. Windows reported the error:
"The system cannot find the path specified."

** Executing...
** Command: Copy File
** Parameters: "c:\valve\steam\steamapps\deathmyer\counter-strike\cstrike\maps\de_frost2.pts" "C:\Program Files\Valve\Steam\SteamApps\deathmyer\counter-strike\cstrike\maps\de_frost2.pts"

The command failed. Windows reported the error:
"The system cannot find the path specified."

** Executing...
** Command: Copy File
** Parameters: +map "de_frost2" -game cstrike -dev -console +deathmatch 1

End of compile

Now if anyone can help me fix this problem, please speak up. I'm pretty desperate. Explain to me how to utilize -sparse, -chop, and all that other good stuff. All I'm looking for is an experienced mapper to explain to me the solution in a highlydetailed (cannot stress that enough) paragraph.

If you need my .map file and my .wad to take a look at it, let me know. I'll be willing to send them. Thanks in advance.


Peace.
 
 
 
2008 May 8 at 01:47 UTC — Ed. 2008 May 8 at 01:49 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
You should really remove the big box around your map, then create a correct skybox and then fight the leaks the right way, because it's your noob-skybox that is generating most of these patches. The poinfile can help you find the leaks, "Map"-->"Load pointfile" (make sure you're using Hammer 3.5 or you won't see the pointfile in the 3d-view). When it's loaded just follow the line and see where it goes outside the map.


Scaling up the textures could also help a bit. Go to "Edit"-->"Select All" then with everything selected bring up the Texture application tool, under "Scale:" at "X:" write 2 and press Enter, do the same for "Y:". May help a bit.
QUACK! QUACK!
 
 
 
2008 May 8 at 08:49 UTC — Ed. 2008 May 8 at 08:54 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
As for -sparse and -chop these are simply command-line flags that change the way the compilers do their crap. Simply add them to the end of hlrad (-chop needs a number after it; try 128 for starters) and they will alter the way that it works and hopefully they'll compile.

But really, as Killer Duck says, the issue is the big box around it. if you keep that there it will keep throwing up that error in all likelihood. Even if you do get it compiled the map's performance will be very poor and its filesize will be larger than it needs to be. Also, during the compile, -sparse will increase compile times which is bad enough for large maps and made far FAR worse by the box around it.

Basically, get rid of the box and we can all go home moderately drunk and happy.

If you don't I'll get shitfaced tonight because I'm so upset about the exam I've just sat and sleep in late and not go to my physics exam tomorrow which'd be bad because my course is physics and I'd have to be really trying to sleep in because it's at half past two!

Yeah, I'm done.
 
 
 
2008 May 8 at 10:46 UTC — Ed. 2008 May 8 at 10:47 UTC
King Kush
2008 May 8 • 10
So for -chop, I put $light_exe-chop 128 in the CMDS part of the compiler settings? Cause I'm not quite sure where to put -chop 128.
 
 
 
2008 May 8 at 19:31 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 May 9 at 02:29 UTC
begginer

2007 Oct 24 • 990
13 ₧
he means open your .bat file in notepad and just add it there
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 May 9 at 07:29 UTC
King Kush
2008 May 8 • 10
I take it you don't use ZHLT's Compiler Tools?

http://nemesis.thewavelength.net/index.php?p=2 <---Is this what I should be using?
 
 
 
2008 May 9 at 07:41 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
King Kush said:
I take it you don't use ZHLT's Compiler Tools?

http://nemesis.thewavelength.net/index.php?p=2 <---Is this what I should be using?


They're talking about compiling with a .bat-file. If you are compiling through Hammer you need to enter the Expert compiling mode: "File" --> "Run" press Expert-button in the down-left corner. Select $light_exe $path\$file in the list then add -chop 128 in the Parameters-box. May look something like this. Then just press the Go!-button.


Anyway, you seem to be ignoring the main issue here which is your crappy skybox. You can try work around it as much as you want but in the end you have to confront this problem if you really want to fix this error.
QUACK! QUACK!
 
 
 
2008 May 9 at 07:53 UTC — Ed. 2008 May 9 at 08:05 UTC
begginer

2007 Oct 24 • 990
13 ₧
i am using zhtl compliers and listen to killer duck he is 1 of the smartest guys here
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 May 9 at 08:03 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 May 9 at 10:36 UTC
King Kush
2008 May 8 • 10
Yeah I realize it could be the box, and have realized. But I'd prefer to find a way around it has much as possible. If it is simply impossible to work around it, I'll try and find another way to fix the leak.



Thanks for the picture though, finally understood where to put it.



EDIT: Haha, gettin bad surface extents now. Love it.
 
 
 
2008 May 9 at 19:42 UTC — Ed. 2008 May 9 at 19:48 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
King Kush said:
Yeah I realize it could be the box, and have realized. But I'd prefer to find a way around it...


You don't seem to understand, it IS your skybox causing it.

All this time you've spent working on workarounds you could have just built a correct skybox from the start and then seal the leaks and thereby fix the problem once and for all.
QUACK! QUACK!
 
 
 
2008 May 9 at 21:28 UTC
King Kush
2008 May 8 • 10
"1) YES, I have a hollowed box around my map, isn't really huge it kinda humps the walls. This isn't going anywhere seeing as I can't get rid of the leaks any other way. "


Seems like I've understood it from the get-go. Seems as if it's been in my head that it could be a possibility, because there ARE ways to get around it (i.e: cutting off a huge chunk of the map). Albeit, not the best solutions to the problem. I've tried several times to remove the box and failed at fixing the leak the right way. But nonetheless I'm going to try some more.

I don't want you to think I'm completely oblivious to the fact that the box could be and most likely is the main problem. Because I know putting huge boxes around the map are terrible map making habits to get accustomed to. I'm just saying there are workarounds. I was just looking for those, but I guess my only solution is to fix the sky.

Thanks for the help though. Much appreciated.

EDIT: I'm still wondering how do people make gigantic maps such as fun_allinone and not run into this problem. Do they use a better method of compiling, like the Batch Compiler?
 
 
 
2008 May 9 at 22:26 UTC — Ed. 2008 May 9 at 22:31 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Fair enough then :)

Really it's a matter of complexity. If your map is dead simple you could make it huge. There is also the possibility that mods increase the size.
 
 
 
2008 May 9 at 22:48 UTC
King Kush
2008 May 8 • 10
Mods? By mods you mean?
 
 
 
2008 May 10 at 04:59 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
King Kush said:

EDIT: I'm still wondering how do people make gigantic maps such as fun_allinone and not run into this problem. Do they use a better method of compiling, like the Batch Compiler?


They built correct skyboxes.
QUACK! QUACK!
 
 
 
2008 May 10 at 09:15 UTC — Ed. 2008 May 10 at 09:31 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
King Kush said:
Mods? By mods you mean?

Never mind then, I guess. :p

If you don't know what they are then that's not the solution.
 
 
 
2008 May 10 at 14:13 UTC
King Kush
2008 May 8 • 10
Actually, the whole map is in pieces. Stretching from the top of the grid to the bottom. They used sky texture on practically every inch of outside the walls. Have you ever decompiled fun_allinone out of curiosity?
 
 
 
2008 May 15 at 07:57 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
I have only ever made like one or two maps, and they were Source maps. If you try decompiling a map it will not be good. It will probably not recompile- I seem to remember Killer-Duck talking about it just making every block 6 faces, or something. I dunno.
 
 
 
2008 May 15 at 11:22 UTC — Ed. 2008 May 15 at 15:35 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
King Kush said:
Have you ever decompiled fun_allinone out of curiosity?


Yes, and they didn't make the sky as a big box around the map like you have done.

Apart from that, make sure to NULL all unseen faces in the map, it may decrease the numbers of patches created; though I'm not 100% sure about it...
QUACK! QUACK!
 
 
 
2008 May 15 at 14:34 UTC — Ed. 2008 May 15 at 14:40 UTC
begginer

2007 Oct 24 • 990
13 ₧
make a correct sky , and don't do any detail in places where players won't see it...
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 May 15 at 17:21 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
begginer said:
make a correct sky , and don't do any detail in places where players won't see it...


Yep, too much detail could also cause this error, the Goldsource-engine(Half-life engine) is old and can't handle too detailed/complex stuff. Goldsource is actually a heavily modified version of Quake(which in turn dates back to 1996).
QUACK! QUACK!
 
 
 
2008 May 15 at 18:29 UTC — Ed. 2008 May 15 at 18:32 UTC
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