Help with Compiling Error

Help with Compiling Error

Hammer Mapping — Page [1]
darkhelmet41290
2008 Jan 20 • 10
I cant get past the LeafThread thing, I left it on for more than a day, and it never got farther than 40%. It's a big map, but It shouldnt take that long, should it?


 
 
2008 Jan 20 at 17:19 PST
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
OMFG
15 seconds for BSP????
Dont make ur maps that big nexttime
Free Steam Games
 
 
2008 Jan 21 at 00:14 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
You either have a REALLY slow computer or a HUGE map!

What is your map like?
 
 
2008 Jan 21 at 01:12 PST
darkhelmet41290
2008 Jan 20 • 10
It definitely isnt my compy,

2.8 GHz Pentium Dual Core
2 Gig RAM
GeForce 7600 GT BFG Overclocked


admittedly, it is a big map; It's my school, were doing an all night gaming LAN at our school, so I mapped out the school. I was hoping to get it done by then. Here are some pics.


 
 
2008 Jan 21 at 08:59 PST
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
careful! there was a kid suspended from his school for making a CS map of it. but you map does look really cool. is it a CS, DE or _MAP?

Even if you have a good comp, mabye you have lots of shit running? SPYWARE?
May contain traces of invisible text.
 
 
2008 Jan 21 at 09:41 PST — Ed. 2008 Jan 21 at 09:44 PST
darkhelmet41290
2008 Jan 20 • 10
lol yea, my friend drew up the blueprints a while back, but he was planning on making it a DE, but instead of red 'x's, he put 'BOMB HERE'. Didn't go over too well. Thats why it'll be an FY.

But yea, I checked with some teachers and accidentally forgot to tell them what game we would be playing it on. They thought it would be cool.

But could there be any reason why LeafThread is taking so long or is the map simply too big?
 
 
2008 Jan 21 at 10:12 PST — Ed. 2008 Jan 21 at 10:13 PST
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
i once got bored and made a map as big as hammer let me. it had about 150 brushes. took a while to compile, but not a whole day. i guess a school would be heavier than that, though...
May contain traces of invisible text.
 
 
2008 Jan 21 at 10:18 PST — Ed. 2008 Jan 21 at 10:19 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
Ok. The problem is mostly those stairs. Those crazy stairs are fracturing the playable space into a billion fucking clipnodes.

Let me explain:

When HLBSP runs, its job is to divide all the playable space into simple convex shapes. So when you make the playable space a really wacky, huge, complicated shape, HLBSP has a lot of work to do. It is even worse when you have lots of diagonal lines (as you do).

The solution is to make your stairs into a brush entity. Entities do not break up the playable space and they do not block leaks. To HLBSP it's like they aren't even there.

So make your stairs into a func_wall.

If you have other little detail objects or odd-angled objects, you can make those func_walls too.

But: func_walls have their own problems, too, so don't over-do it. Like I said, func_walls do NOT block leaks, and they also don't act as a barrier to HLVIS. So basically your map will run slower if you make everything func_walls. Also you can only have about 400 entities in a map before it starts to crash.
 
 
2008 Jan 21 at 10:43 PST — Ed. 2008 Jan 21 at 10:45 PST
darkhelmet41290
2008 Jan 20 • 10
Wow, I wasn't expecting such a detailed reply, thank you so much, Ill turn it into a func_wall. But by that, do you mean select all the stairs, right click 'tie to entity', and assign them all func_ wall? Or would that make too many entities? If that is the problem, I could just remake it into a ramp?

 
 
2008 Jan 21 at 12:16 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
You can make all the stairs into just one entity. If you select them all at once and Tie then they will all be grouped together in one func_wall.

Or you can make a ramp.
 
 
2008 Jan 21 at 20:30 PST
ArCtic
2008 Jan 22 • 2
Hey I didn't just put "BOMB HERE" I put cross hairs and also included hostage points and weapon types because we weren't sure what type of map we wanted...anyway..I also have a map problem:
how can I fix my big ass map that has a really complicated terrain...it exceeds the abilities of the compiler?

pics will come later once I hook up my other computer again
 
 
2008 Jan 22 at 17:16 PST — Ed. 2008 Jan 22 at 17:17 PST
darkhelmet41290
2008 Jan 20 • 10
... try making it smaller.
 
 
2008 Jan 22 at 17:39 PST
ArCtic
2008 Jan 22 • 2
If I do it kinda ruins the feel of the map..its supposed to be beach battle...
 
 
2008 Jan 22 at 18:00 PST
darkhelmet41290
2008 Jan 20 • 10
Big news everyone! after 5318 seconds, leafthread finished! The problem is that now it says

Error: Exceeded MAX_PATCHES

So apparently I have some leaks to fix, (Big box around the map didnt work).
 
 
2008 Jan 22 at 19:16 PST — Ed. 2008 Jan 22 at 19:23 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
The big box probably caused the MAX_PATCHES error. Big boxes are bad.

MAX_PATCHES means you have too much surface area in your map. HLRAD has to make lightmaps for all that crazy surface area.

Get rid of the box. Compile. If it leaks, use Map->Load Pointfile... and find the leak and fix it.
 
 
2008 Jan 22 at 20:37 PST
darkhelmet41290
2008 Jan 20 • 10
no leaks. Guess it was just too big. Ill get rid of the basement and get back to you, I know you hang on my every post.
 
 
2008 Jan 22 at 21:28 PST — Ed. 2008 Jan 22 at 21:29 PST
darkhelmet41290
2008 Jan 20 • 10
16054 faces
Create Patches : 106281 base patches
0 opaque faces
1457485 square feet [209877872.00 square inches]
Error: Exceeded MAX_PATCHES


Still maxpatches error. Do I just need to make my map smaller or is there something else that could be causing it? I got rid of the box...
 
 
2008 Jan 23 at 16:00 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
Two solutions:

1) Make the map a lot smaller.
2) Make the patches bigger. To do this, use HLRAD's -chop parameter. Example (in your batch file):

...
hlvis yourmaphere
hlrad -chop 256 yourmaphere
...
 
 
2008 Jan 24 at 12:13 PST — Ed. 2008 Jan 24 at 12:13 PST
capoza
2008 Jan 19 • 6
hey superjer. by doing that chop command that just shrinks the map with out messing anything up? im up to the rendering part of my map. i dont have the settings or know how so im going to wait for my friend to get home and him to do it. but i do kinda wish my map was a tad bit smaller
 
 
2008 Jan 24 at 12:26 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
-chop doesn't shrink the map, it makes the lighting less detailed.

If you want to shrink the map, you need to do it in Hammer.
 
 
2008 Jan 24 at 13:11 PST
darkhelmet41290
2008 Jan 20 • 10
Woohoo! It compiled! The problem is that CS crashes and says


Fatal Error:
Allocblock Full
 
 
2008 Jan 25 at 09:12 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
Quote:
allocblock:full
A tough one to figure out, vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause.
If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.

(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end:
Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)


from http://www.slackiller.com/tommy14/errors.htm
 
 
2008 Jan 25 at 13:14 PST
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