idk whats wrong

idk whats wrong

Hammer Mapping — Page [1]
allapologies
2006 Jun 7 • 10
19 ₧
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
(snip)
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 1 used texture, 50.00 percent of map (219 textures in wad)

Warning: ::FindTexture() texture !MTXWATER not found!
Warning: ::LoadLump() texture !MTXWATER not found!
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.33 seconds elapsed

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

(snip)

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
(snip)
6419 faces
Create Patches : 90970 base patches
0 opaque faces
2931988 square feet [422206304.00 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 -----
 
 
2006 Jun 22 at 13:46 PDT
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
I do....

i got the same problem with my really feally giga surf map...

[code:1]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
[/code:1]

u can start to check the ZHLTProblems.html

Find MAX_PATCHES there....

but anyway you got ONE brush were are bigger then it should be
so find ur biggest or bigger than biggest brush
and split it in 2-3 brushes, so it will be correct and it will work
 
 
2006 Jun 22 at 15:53 PDT
EVIL
2006 Mar 1 • 74
22 ₧
wrong wrong wrong......
the problem is that u have ur textures scaled down too much if u scale up some of ur textures it will work i did this in my map surf_lofman and voila it worked

the problem is that the lights splits the textures in different pices.
so every time a texture is shown its one pice.
if u have a face of 256x256 and put a 256x256 texture on it thatllbe 1 patch. but if u put a 128x128texture onn it or scale the texture down to half the size that will be 4 patches
do you understand?

as it is now u have a total of: 90970 patches. the max is around 65000 so scale down ur textures!
 
 
2006 Jun 22 at 18:06 PDT
SuperJer
Websiteman

2005 Mar 20 • 6236
When hlrad runs, it creates patches to cover all your surfaces. Each patch stores what the lighting looks like in that spot.

By default ONE single patch covers 64x64 pixels of textures in your map. You are only allowed 65535 patches total.

There are two ways to fix the problem.

1) Scale your textures bigger. This will stretch out your textures and also your patches.

2) Use bigger patches. You can stretch JUST your patches by adding a -chop value to your compile script, like this:

hlrad -chop 128 mapname

This will cause your patches to cover 128x128 pixels per patch. Using only 1/4 as many patches total. This will make your lighting look blockier though.
 
 
2006 Jun 22 at 21:25 PDT
Troi

2006 Sep 11 • 115
16 ₧
Thanks superjer.. U just saved my AVP map.... Large map only tunnels in the space ship, like in "aliens 4 ressurection" if anyone saw :P
I want to make a HL mod! Doing everythig with HL except coding C++ | its not interesting to work alone
 
 
2007 Oct 11 at 00:12 PDT
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