to many vertices?

to many vertices?

Hammer Mapping — Page [1]
sleepy
2009 Sep 11 • 17
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: hlcsg -nowadtextures kz_cz_dungeon
Entering kz_cz_dungeon.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 [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ 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%... (0.07 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.18 seconds)

Using Wadfile: \users\nick\desktop\wads\halflife.wad
- Contains 5 used textures, 20.83 percent of map (3116 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\\counter-s
trike\cstrike\c21_map_textures.wad
- Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\\counter-s
trike\cstrike\c21_map_textures2.wad
- Contains 0 used textures, 0.00 percent of map (30 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\\counter-s
trike\cstrike\czde_aztec.wad
- Contains 19 used textures, 79.17 percent of map (87 textures in wad)

Texture usage is at 1.06 mb (of 4.00 mb MAX)
0.49 seconds elapsed

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



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: hlbsp kz_cz_dungeon

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 ]
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 'kz_cz_dungeon.prt'
Error: ReadSurfs (line 319): 32 > MAXPOINTS
This is caused by a face with too many verticies (typically found on end-caps of
high-poly cylinders)


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



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: hlvis kz_cz_dungeon
>> There was a problem compiling the map.
>> Check the file kz_cz_dungeon.log for the cause.

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



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: hlrad kz_cz_dungeon
>> There was a problem compiling the map.
>> Check the file kz_cz_dungeon.log for the cause.

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



The system cannot find the path specified.
0 file(s) copied.
Press any key to continue . . .



anyone mind helping i tried everything, i put everything that was a custom cut as a func_wall and still no results to work, i also put cylinders as func_wall but didnt work either.
i am using 3.4 vhe.

thanks.
 
 
2010 Aug 19 at 20:24 PDT — Ed. 2010 Aug 19 at 20:27 PDT
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
Delete the brush with too many vertices..
Free Steam Games
 
 
2010 Aug 19 at 21:40 PDT
sleepy
2009 Sep 11 • 17
how do i know which one it is aha, thats my question which one has it, it doesn't give me a location?
 
 
2010 Aug 19 at 22:31 PDT
sleepy
2009 Sep 11 • 17
can anyone help with telling me how i find out which brush has to many vertices, i don't see a location, maybe there is one but i don't reconize it. i'm not really a new mapper just never got this problem before, i tried like i said making most of my stuff func_walls. but apparently it didn't work. so if any of you know, if you could please comment or help me.


also the smiley faces are not the problem : )

-thanks.
 
 
2010 Aug 23 at 15:58 PDT — Ed. 2010 Aug 23 at 15:59 PDT
SuperJer
Websiteman

2005 Mar 20 • 6232
Try Hammer's "Check for problems . . ." option. I don't know if it will show up in there or not, though.

Otherwise, like it says: cylinders. If you need a very smooth cylinder, you can cut it in half. func_wall won't help you here.

You shouldn't have too many roundy, smoothy, non-block brushes. Just check the ones you have.

I'm not sure what the limit is, but I avoid making a face with more than about 20 vertexes. How many do you have?
 
 
2010 Aug 23 at 17:49 PDT — Ed. 2010 Aug 23 at 17:51 PDT
sleepy
2009 Sep 11 • 17
honestly i'm not sure, but it is probably the cylinders then because thoses are the only ones with more then 20 vertices. my map is a kz map so most of my brushs are custom cut, i will try changing the cylinders because i don't really need them but i figured it would look better.
 
 
2010 Aug 27 at 05:37 PDT
sleepy
2009 Sep 11 • 17
thanks superjer, worked well i can now compile my map.
 
 
2010 Aug 27 at 14:08 PDT
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