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View Full Version : Max Faces
OmegaSlayer
07-01-2004, 01:54 PM
Okay since the Snark pit is down and I cant ask any of them, is there anyway to get past the max_faces compile error withour deleting a whole crep load of brushes???? Cause Im making a massive map that has this problem. For instance if you type -sparse at the end of RAD it eliminates the max_patches problem for big maps, is there anything I can do???? The compile time doesn't matter to me, or the strain on my computer (2 gigs of ram), Im using the ZHLT and x-cagy compile tools, any help is appreciated :D
Hmm, I poked around a little bit... here's what I found...
Originally posted by From forum at http://www.ejoop.com/forums/showmessage.as...and_gen&tind=84 (http://www.ejoop.com/forums/showmessage.asp?forumname=prefabland_gen&tind=84)+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (From forum at http://www.ejoop.com/forums/showmessage.as...and_gen&tind=84 (http://www.ejoop.com/forums/showmessage.asp?forumname=prefabland_gen&tind=84))</td></tr><tr><td id='QUOTE'>I think ZHLT bumped the limit up, so couldn't it possibly go up more?[/b]
Sounds like it's hardcoded?
Upon looking even further deeper (ono!), in this (http://www.icculus.org/cgi-bin/viewcvs/cgi/viewcvs.cgi/twilight/hmap/hqbsp/map.h) version of the hlbsp, max_faces is hardcoded:
<!--QuoteBegin-http://www.icculus.org/cgi-bin/viewcvs/cgi/viewcvs.cgi/twilight/hmap/hqbsp/map.h?rev=1.2&view=markup
// LordHavoc: raised MAX_FACES From 32 to 256
#define MAX_FACES 256
[/quote]
This would support the idea that ZHLT raised this even more. The source code for ZHLT is here (http://collective.valve-erc.com/index.php?go=mhlt), so why not go download it, change that parameter, and recompile? I don't know if it's at the engines max yet, but it's worth a try :)
Hope that helps ;)
VerconSystems
07-02-2004, 06:13 AM
its a limitor they placed on hl along time ago.. all though this rule can be *stretched* it canot be broken. The game was made this way so that system requirments would stay roughly true.
OmegaSlayer
07-02-2004, 01:21 PM
Thanks all, if the recoding doesn't work Ill just have to delete a certain area that has a lot of faces. :angry: but this should work :D
Insane2757
07-02-2004, 05:09 PM
Yes, remember to not cut quality, but cut quantity. If the map is large, try to make it smaller. But don't put all the work that you put into detail to waste.
If it's singleplayer, you could always seperate it into multiple levels.
On multiplayer... unless it's *that* huge, perhaps simplify some areas?
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