King Kush

King Kush

User name
King Kush
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#44bbdd
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Registration date
2008 May 8
Post count
10
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Recent posts by King Kush

Recent posts by King Kush

2010 May 3 at 05:18 UTC
KZ Timer Prefab? in Hammer Mapping
Anyone have a link? Been looking for a while and can't seem to find any KZ timers. Tried decompiling a KZ map but the textures of the clock's numbers get messed up.
2008 May 15 at 07:57 UTC
Error: Exceeded MAX_PATCHES in Hammer Mapping
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 10 at 04:59 UTC
Error: Exceeded MAX_PATCHES in Hammer Mapping
Mods? By mods you mean?
2008 May 9 at 22:26 UTC
Error: Exceeded MAX_PATCHES in Hammer Mapping
"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 19:42 UTC
Error: Exceeded MAX_PATCHES in Hammer Mapping
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 07:41 UTC
Error: Exceeded MAX_PATCHES in Hammer Mapping
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 8 at 20:57 UTC
origin brush in Hammer Mapping
Use the Origin texture (the green one), and basically make hinges of the door on the side you want to "stick" to the wall. The side without the Origin brush is the side that will swing back and forth.



Peace.
2008 May 8 at 19:31 UTC
Error: Exceeded MAX_PATCHES in Hammer Mapping
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 05:51 UTC
You can email them the necessary files (.bsp, .wads, .tgas, etc.).
2008 May 8 at 01:47 UTC
Error: Exceeded MAX_PATCHES in Hammer Mapping
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.