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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
GaidinTS
I've reached my max Faces limit, and even setting all of my textures to 1:1 size doesn't fix the problem. So that leaves one thing: my map is too complex. Is there anything else I can do? Am I going to have to completely redesign my map?
GaidinTS
Here's my compile log: I also ran optimize with this.

QUOTE
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlcsg -----
Command line: "C:\Game Design\Hammer\tools\hlcsg.exe"-noskyclip -wadautodetect -cliptype precise -hullfile "C:\Program Files\Steam\SteamApps\tshannon@jc.edu\half-life\nsp\nshulls.txt"-wadinclude sky.wad -wadinclude zeditor.wad -texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"
Loading hull definitions from 'C:\Program Files\Steam\SteamApps\tshannon@jc.edu\half-life\nsp\nshulls.txt'
Entering C:\Game Design\Hammer\maps\ns_incursion.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 ]
max lighting memory  [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [    off ] [    off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [ precise ] [  legacy ]
onlyents              [    off ] [    off ]
wadtextures          [      on ] [      on ]
skyclip              [    off ] [      on ]
hullfile              [ C:\Program Files\Steam\SteamApps\tshannon@jc.edu\half-life\nsp\nshulls.txt ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [  0.500 ] [  0.500 ]
brush union threshold [  0.000 ] [  0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[sky.wad]
[zeditor.wad]

50 brushes (totalling 300 sides) discarded from clipping hulls
CreateBrush:
(100.56 seconds)
SetModelCenters:
(0.06 seconds)
CSGBrush:
(18.61 seconds)

Including Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\zeditor.wad
- Contains 4 used textures, 4.82 percent of map (5 textures in wad)
Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns2.wad
- Contains 24 used textures, 28.92 percent of map (296 textures in wad)
Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns.wad
- Contains 50 used textures, 60.24 percent of map (578 textures in wad)
Including Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\sky.wad
- Contains 2 used textures, 2.41 percent of map (2 textures in wad)
Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns_tanith.wad
- Contains 2 used textures, 2.41 percent of map (101 textures in wad)
Using Wadfile: \program files\steam\steamapps\tshannon@jc.edu\half-life\nsp\ns_nothing.wad
- Contains 1 used texture, 1.20 percent of map (5 textures in wad)

added 2 additional animating textures.
Texture usage is at 2.52 mb (of 4.00 mb MAX)
120.33 seconds elapsed [2m 0s]

-----  END  hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlbsp -----
Command line: "C:\Game Design\Hammer\tools\hlbsp.exe"-subdivide 240 -texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"

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 ]
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...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...13000...13500...14000...14354 (3.94 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-448,-328,-336)
Error:
  A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region.  The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted.  Some complex rotating objects entities need
their origins outside the map.  To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Error: Exceeded MAX_MAP_FACES
Description: The maximum number of faces for a map has been reached
Howto Fix: This error is typically caused by having a large face with a small texture scale on it, or overly complex maps.


-----  END  hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlvis -----
Command line: "C:\Game Design\Hammer\tools\hlvis.exe"-full -texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"
>> There was a problem compiling the map.
>> Check the file C:\Game Design\Hammer\maps\ns_incursion.log for the cause.

-----  END  hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlrad -----
Command line: "C:\Game Design\Hammer\tools\hlrad.exe"-lights "C:\Game Design\Hammer\tools\ns.rad"-texdata 4096 "C:\Game Design\Hammer\maps\ns_incursion.map"
>> There was a problem compiling the map.
>> Check the file C:\Game Design\Hammer\maps\ns_incursion.log for the cause.

-----  END  hlrad -----



Kouji_San
QUOTE
Warning: === LEAK in hull 0 ===
Entity light @ (-448,-328,-336)

And this error? biggrin.gif

Not sure about the following but it seems logical smile.gif
I think since your map is already big/detailed the Exceeded MAX_MAP_FACES error is a result of the Leak in hull 0 error. Mainly because the compiler can't compile VIS and RAD due to the leak in your map. The compiler will now add the faces outside the map (not textured in NULL) to the face count and this would cause the Exceeded MAX_MAP_FACES error.

If your map is to detailed it can only be fixed by getting rid of the leak and some of the detail in the map. Otherwise getting rid of the leak should do it, I hope.
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