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Post by Death_Jump on Dec 10, 2004 23:17:57 GMT -5
ERROR: Map has too many surfaces Uhhhhhh, and the map is only 2/3rds done.... Well, unless someone can help me out with this or I can figure out a way to overcome this, I think I'm going to have to drop out of the contest. I really don't want to go back through my map and massively simplify it. I haven't found too much info on this error but I know that it comes from a surfaces value that is larger than MAX_MAP_TEXINFO. www.modsonline.com/index.php?mod=Forums&op=ViewTop&top_id=4569&start=I'm still looking into it, but it comes from this code here: ================= CMod_LoadSurfaces ================= */ void CMod_LoadSurfaces (lump_t *l) { texinfo_t *in; mapsurface_t *out; int i, count;
in = (void *)(cmod_base + l->fileofs); if (l->filelen % sizeof(*in)) Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size"); count = l->filelen / sizeof(*in); if (count < 1) Com_Error (ERR_DROP, "Map with no surfaces"); if (count > MAX_MAP_TEXINFO) Com_Error (ERR_DROP, "Map has too many surfaces");
numtexinfo = count; out = map_surfaces;
for ( i=0 ; i { strncpy (out->c.surf_name, in->texture, sizeof(out->c.surf_name)-1); strncpy (out->rname, in->texture, sizeof(out->rname)-1); out->c.surf_flags = Q_LittleLong (in->flags); out->c.surf_value = Q_LittleLong (in->value); } } If someone can give me some info on this or how to get around it other than simplifying my map, I'd be ecstatic. Thanks, DJ
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Post by Death_Jump on Dec 11, 2004 13:19:27 GMT -5
Do you think it might have something to do with the fact that my map has 2332 brushes so far?? LMFAO I started the simplification process (uglify) to at least finish my map so we'll see how it goes... [whine, whine, biitch, complain] I think this is going to be the last q2 map I ever make except for finishing the 2 or 3 other maps that I already started. The Q2 limitations are getting old. [/whine, whine, biitch, complain] Besides, I still gotta go check out D3 and HL2...
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Post by grieve[Q2C] on Dec 11, 2004 14:12:54 GMT -5
Are so many brushes and faces really necessary for your map to "work" ? I am curious how it looks. Must be the Über-map. Terrain ?
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Post by Maric on Dec 11, 2004 15:49:50 GMT -5
Do you think it might have something to do with the fact that my map has 2332 brushes so far?? LMFAO I started the simplification process (uglify) to at least finish my map so we'll see how it goes... [whine, whine, biitch, complain] I think this is going to be the last q2 map I ever make except for finishing the 2 or 3 other maps that I already started. The Q2 limitations are getting old. [/whine, whine, biitch, complain] Besides, I still gotta go check out D3 and HL2... Noooooooooooooooooo! Eliminating brushes is not the first course of action. There are a few tricks to throw at the map before you take such a drastic step. Look at the screen of map stats from four of my maps... I did have some issues with all of them, all were resolved by doing one or more of these... -Block vis better so the map is not all one "area" -Use func_wall as a way to push some of the trouble brushes thru the process. -Make brushes "detail brushes" wherever possible. -Reduce the area of your viewable sky surfaces. -Add -chop 128 or greater to the argh/rad process (this would be IF you get the problem solved and then run into "max_patches"). Send the .map file to me and let me see what I can do with it. It is the very limitations that make me love and hate mapping for Q2. Have you ever noticed how generally horrible and boring gameplay is in all of the "MONSTER" sized maps so many of the new games seem to focus on?
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Post by grieve[Q2C] on Dec 11, 2004 16:08:20 GMT -5
Man, I'm still dreaming of a mega terrainmap in Quake 2. The only one with the abilities to do that would be Maric, I guess. Something like "the widest, biggest possible terrainmap in Q2" or "the closest thing to the mpterra maps in Q3 Team Arena you can create in Q2 ". I mean, HOW big could you make a terrain map in Q2, if you would use every advanced editing trick and technique ? Noway trying that myself yet .....
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Post by Death_Jump on Dec 12, 2004 14:59:16 GMT -5
Well, thanks for the reply Maric, I appreciate it. Unfortunately, I've already tried all of those. I have a couple hint brushes in place to help block the views, I might try to add some more though. I tried to set a bunch of the upper floor brushes to func_wall and I found out that the ones that were at the edge of the map caused a leak. Then, I set it so only the middle brushes were a func_wall and it caused the map to be able to see into an enclosed area that it wasn't supposed to see. Instead of relying on BSP to not include that area as part of the map, I inserted a filler brush so that even with a func_wall brush above it, the map could no longer see into that area. This still didn't fix the problem. I set more brushes to func_wall, then tried removing all the func_wall brushes and it still wouldn't work The only extra brushes that are lying around at this point are the spawn pad brushes and they are set to hint. The trigger_once and all of the trigger_push brushes are set to skip and nodraw. Currently, the only sky brush is the upper flat brush of the map so I wouldn't think that would cause any problems. The first time I noticed an error was after I copied over a section of my map to another area, BSP and VIS ran fine, but ARGHRAD completely crashed. At the time of the ARGHRAD, I was running it as I call it, "fast and ugly", and it had the following parameters: -chop 512 -chopcurve 256 -choplight 256 -chopsky 256 -bounce 40 After that, I went back and just tried BSP, or BSP and VIS and it gives the same error no matter what. I can get the map to load if I remove a whole section of a corner of my map (264 polys). I tried removing other sections and it will allow it to work as well, so it's not that particular section, it just seems to be too many brushes or tris to render. I think the real problem, other than too many brushes, is how Q2 splits up the polys into tris. For example, look at this screenshot. I swapped out the texture that I'm going to be using with a standard Q2 texture just for this screenshot. This is a curved wall with an upper half and a lower half. Originally, it was one solid wall, but I had to split it so I could align the lower textures seperately from the upper textures. When it was one solid wall, Q2 split it in half anyway. You can see that the brushes on the left are split correctly. For each panel, there is an upper and lower half, with each face split into 2, so one panel yields 4 tris. OK, that works for me. BUT, here comes the X-Axis origin which splits up one of the panels. I would think this would cause it to split in a way that would cause twice as many tris, for a total of 8. But, look at what it does to the wall. To the left of the split, it looks correct. But to the right, it splits the panel into 3 sections instead of 2. BUT WAIT, THERE'S MORE.... then it adds an extra vertical split which adds even more polys. So, this panel now has 16 polys instead of 8. AND THEN, it proceeds to split up all the panels to the right into 3 sections as well. WHAT GIVES?? I think that if I can control the way Q2 splits up the faces better, then I might stand a chance of completing my map. I will continue to try to fix it, but unless I find some sort of break through, I'll be sending you my map file Maric. Thanks again, DJ
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Post by Maric on Dec 12, 2004 18:06:40 GMT -5
I'd be surious to see what "else" that brush is touching. The picture is limited and I am making apure guess but the floor or cieling or whatever it is contiguous with is always a likely culprit.
One note... Hint brushes DO NOT block vis from section to section, node to node. Only solid brushes and propper construction can do that. Hints just help bsp along a bit if it is cutting things up a bit oddly.
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Post by Le Ray [Q2C] on Dec 13, 2004 5:52:42 GMT -5
Maric, can you tell me what this does? Also, what do you mean by detail brushes?
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Post by WizardExt on Jan 3, 2005 7:02:30 GMT -5
i have faced this problem too with a recent project. turned out to be when i had too many brushes with a surface property. so just use some entity lights as an alternative for the texture lightning. or just somehow lower the amount of brushes that uses surface properties. good luck.
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