I have no name :(

I have no name :(

Hammer Mapping — Page [1]
vick
2011 Sep 9 • 24
i made a jailbreak map, and when amx_super.amxx is loaded on the server, it causes the server to crash. Without it it runs fine. Anyone know why this could be?

Host_Error: PF_precache_model_I: Model 'models/metalplategibs.mdl' failed to precache because the item count is over the 512 limit. Reduce the number of brush models and/or regular models in the map to correct this
 
 
2012 Feb 28 at 21:29 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
My guess would be that you need to reduce the number of models to less than 512, as the error message instructed you to do.
 
 
2012 Feb 28 at 21:34 PST
vick
2011 Sep 9 • 24
models as in brushes or what? bc my map doesnt have any models. and how can i check if im close to the 512 limit
 
 
2012 Feb 28 at 22:04 PST
vick
2011 Sep 9 • 24
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: hlcsg -nowadtextures -texdata 33333 testmap
Entering testmap.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 [ 34132992 ] [ 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 [ off ] [ 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]

69 brushes (totalling 430 sides) discarded from clipping hulls
CreateBrush:
(0.34 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.53 seconds)

Using Wadfile: \users\student\desktop\halflife.wad
- Contains 61 used textures, 43.26 percent of map (3116 textures in wad)
Using Wadfile: \users\student\desktop\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \users\student\desktop\my_wad.wad
- Warning: Larger than expected texture (348972 bytes): 'GRASS'
- Warning: Larger than expected texture (348972 bytes): 'FINISHES10'
- Contains 19 used textures, 13.48 percent of map (544 textures in wad)
Using Wadfile: \users\student\desktop\custom2.wad
- Contains 61 used textures, 43.26 percent of map (1926 textures in wad)

added 14 additional animating textures.
Texture usage is at 2.99 mb (of 32.55 mb MAX)
1.74 seconds elapsed

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



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: hlbsp testmap

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...1927 (0.08 seconds)
BSP generation successful, writing portal file 'testmap.prt'
SolidBSP [hull 1] 500...1000...1500...1912 (0.07 seconds)
SolidBSP [hull 2] 500...1000...1500...1679 (0.06 seconds)
SolidBSP [hull 3] 500...1000...1500...1835 (0.07 seconds)
1.71 seconds elapsed

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



hlvis 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 hlvis -----
Command line: hlvis testmap
848 portalleafs
2534 numportals

-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.48 seconds)
LeafThread:
(17.59 seconds)
average leafs visible: 178
g_visdatasize:41631 compressed from 89888
18.15 seconds elapsed

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



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: hlrad testmap

-= 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 ]


9621 faces
Create Patches : 63500 base patches
0 opaque faces
638207 square feet [91901824.00 square inches]
35 direct lights

BuildFacelights:
(27.75 seconds)
visibility matrix : 240.3 megs
BuildVisLeafs:
(140.92 seconds)
MakeScales:
(98.24 seconds)
SwapTransfers:
(28.71 seconds)
Transfer Lists : 181194050 : 181.19M transfers
Indices : 53366276 : 50.89M bytes
Data : 724776200 : 691.20M bytes
GatherLight:
(7.30 seconds)
FinalLightFace:
(6.24 seconds)
311.16 seconds elapsed [5m 11s]

----- END hlrad -----


 
 
2012 Feb 28 at 22:05 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
Unfortunately, I don't know xD
Haven't messed with counterstrike/hammer in quite some time.

My guess would be that the mod you're installing is adding additional models or something.

Does the mod work fine if you use a different map, and not the one you made?
 
 
2012 Feb 28 at 22:23 PST
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Rockbomb said:
Does the mod work fine if you use a different map, and not the one you made?

That's the first thing to determine; is it your map or amx_super.
 
 
2012 Feb 29 at 09:26 PST — Ed. 2012 Feb 29 at 09:27 PST
vick
2011 Sep 9 • 24
problem solved. yes the mod adds additional models such as hats, skins and stuff like that.

i thought that my maps wouldnt support models if the limit was close to 65k patches. i wasnt sure what the 512 mb limit meant. turns out its the amount of entities. 512 is the most you can have. youu can check this by going to map > show information in Hammer and adding the point and solid entities so all i had to due was reduce the number of entities i had. thank you rockbomb and sprinkles
 
 
2012 Feb 29 at 17:08 PST
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