Hello oldschool mappers!
First of all I wanna say I'm a huge fan of your maps SuperJer(If you're gonna read this) and thanks alot for the things you've done for the CS mapping community!
I've been into VHE for a long time, but never released any maps due to small problems and the extreme details that I desire for perfection in my maps.(No I'm not a maniac just too lazy for final polishing lulz)
My hardware :
Windows 7 (64-bit)
8GB of DDR3 Memory(Wish VHE could've used all of it)
3.4 Ghz Quadcore AMD Processor
1024 MB HD Radeon 5770 Graphic Card (Two of them!)
That should be all you need to know?
These pictures are my HELP to you:
http://tinypic.com/r/20jk07n/5
http://tinypic.com/r/jg5x7k/5
http://tinypic.com/r/314xvgg/5
Basicly I need help on TWO things:
Exceed MAX_PATCHES solution
Answer to :: NUMBER THREE :: <-- You will understand when scrolling down.
Anyway.. PROBLEM:
I almost know what causes the problem in this map im developing:
1. Showed in picture one(The Sewer and top/front/side y/x angles)
You can see I have quite a few "LIGHT" entities, I had these put up all over my Sewer and my Caves after I compiled in Expert mode and noticed these we're all black instead of when I compiled in Normal mode and they were still light(but huge FPS drops due to VIS problems(obviously duuuhh). But honestly I don't think these should be able to cause any problem they should instead make the map easier to compile no matter Normal nor Expert mode, am I right?
2. Showed in the second picture with different screens and numbers in it you can see:
:: Number ONE ::
Shows the cave(Just a normal one with "LIGHT" entities ofcourse(Can't walk through caves in total darkness)(Should not cause problem..)
THIS IS WHAT I THINK CAUSES THE PROBLEM(Exceed Max_Patches)
:: Number TWO :: shows my Sewer(Again) but from the outside, my friend told me he saw leaks(he tested the map with 1600x1200 resolution)
So I just put these "walls" all around the sewer to prevent the leakings from accuring(Which before I put them there did only cause small fps drops and you could ofcourse see through the sewer which is not okay..)
Honestly this is what I think is the "bad thing" in my compiling, I compiled for 9 hours and VHE still had not finished.. Before I did this, put the light entities, the umbrellas and chairs at the beach + volleyboll net it took just about 1 hour to compile)
Remember I have Windows 7 64-bit.. (don't know if this can cause troubleshoot problems)
:: Number THREE ::
Here you can see bit by bit how I have built a part of the cave, what I want to know from this picture is that this should cause alot of "angles" for VIS and other programs to have to use alot more power and use up alot more memory, yes or no?
And if I want to make ALL of these color marked walls into ONE wall(That would cause ALOT less memory usage and angles to be compiled right?): HOW do I do so?
Just mark them all and "Tie To Entity" > Func_wall?
:: Number FOUR ::
Logs, logs and more logs, these I have heard could cause problems(since VHE is old and... OLD..) to RAD / VIS et.c. because of the angles/shapes/sizes and so on, but it did not cause any problems at all when I compiled before the "Exceeded MAX_PATCHES" so this I seriously doubt could cause anything but MINIMUM lag every 3000 years.
:: NUMBER FIVE ::
Shows the Umbrellas and beach chairs(This small thing could cause any problem at all? I seriously doubt it myself..)
:: NUMBER SIX ::
These walls are straight against the Sewer so there should not be any possibilities for leaks, should there? I just don't get why it would.. Then again I'm no rocket scientist. There was leaks as I mentioned before when I didn't have the walls. Me personally I have 640x320 resolution when I play CS so for me it didn't show any leaks what so ever. But 1600x1200 needs more juice we all know that.
:: NUMBER SEVEN / EIGHT / NINE ::
Shows what options I have on and which messages I get.
(If these could be to any help)
-----------------------------------
I will mention it again: Compiling only took about 1 HOUR before I did these things:
Added the Walls to the sewer to prevent leaking hopefully.
Added the Umbrellas, beach chairs and volleyboll net
Added the "LIGHT" entities in my Cave & Sewer from total darkness
Either all of them, or some, or just ONE of them are causing this problem I personally can't rule out the bad thing. Perhaps you can?
------------------------------------
Alright, down to the COMPILING AREA!
This is what VHE 3.5 Compiler tells me when I run it with these Options(Showed in picture 9.)
Take in consideration I do run the "final" compiling in Expert mode and not normal mode..
** Executing...
** Command: Change Directory
** Parameters: D:\Steamapps\SteamApps\common\Half-Life\cstrike
** Executing...
** Command: Copy File
** Parameters: "D:\Program\Worldcraft\maps\mymapp.map" "D:\Program\Worldcraft\maps\mymapp.map"
** Executing...
** Command: D:\Program\WORLDC~1\tools\hlcsg.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: D:\Program\WORLDC~1\tools\hlcsg.exe D:\Program\Worldcraft\maps\mymapp
Entering D:\Program\Worldcraft\maps\mymapp.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
142 brushes (totalling 825 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.67 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.09 seconds)
Using Wadfile: \program\worldcraft\wads\chateau.wad
- Contains 10 used textures, 7.58 percent of map (136 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_747.wad
- Contains 2 used textures, 1.52 percent of map (143 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_cbble.wad
- Contains 2 used textures, 1.52 percent of map (61 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_dust.wad
- Contains 1 used texture, 0.76 percent of map (28 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_havana.wad
- Contains 3 used textures, 2.27 percent of map (122 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_office.wad
- Contains 8 used textures, 6.06 percent of map (102 textures in wad)
Using Wadfile: \program\worldcraft\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_airstrip.wad
- Contains 4 used textures, 3.03 percent of map (69 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 1 used texture, 0.76 percent of map (24 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_piranesi.wad
- Contains 5 used textures, 3.79 percent of map (160 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_storm.wad
- Contains 8 used textures, 6.06 percent of map (74 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \program\worldcraft\wads\halflife.wad
- Contains 88 used textures, 66.67 percent of map (3116 textures in wad)
Including Wadfile: \program\worldcraft\wads\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program\worldcraft\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Warning: More than 8 wadfiles are in use. (16)
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 6 additional animating textures.
Texture usage is at 3.10 mb (of 4.00 mb MAX)
2.43 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: D:\Program\WORLDC~1\tools\hlbsp.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"
hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: D:\Program\WORLDC~1\tools\hlbsp.exe D:\Program\Worldcraft\maps\mymapp
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 ]
noopt [ 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 8192)
SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5991 (0.48 seconds)
BSP generation successful, writing portal file 'D:\Program\Worldcraft\maps\mymapp.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4837 (0.23 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...4726 (0.24 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5297 (0.29 seconds)
3.95 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: D:\Program\WORLDC~1\tools\hlrad.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"
hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: D:\Program\WORLDC~1\tools\hlrad.exe D:\Program\Worldcraft\maps\mymapp
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 'D:\Program\WORLDC~1\tools\lights.rad']
[59 texlights parsed from 'D:\Program\WORLDC~1\tools\lights.rad']
Warning: No vis information, direct lighting only.
15173 faces
Create Patches : 68089 base patches
0 opaque faces
687512 square feet [99001784.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem
----- END hlrad -----
I'm grateful for any help, tips or tricks that you can help me with!
Sincerely
/RN