Max_Map_Planes

Beesafree

L1: Registered
Jun 11, 2011
32
4
every time i load up my map it crashes, with a windows error

would this do that?:

Code:
2 threads
materialPath: c:\program files (x86)\steam\steamapps\beesafree\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.vmf
Brush 493112: MAX_MAP_PLANES
Side 5
Texture: CONCRETE/CONCRETEFLOOR002B

or....
could someone see a problem in my compile log?

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\beesafree\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\beesafree\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\beesafree\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.vmf
Brush 493112: MAX_MAP_PLANES
Side 5
Texture: CONCRETE/CONCRETEFLOOR002B


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\beesafree\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\beesafree\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse"

Valve Software - vvis.exe (Jul  7 2010)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
reading c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\beesafree\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\beesafree\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
Setting up ray-trace acceleration structure... Done (10.75 seconds)
7013 faces
12 degenerate faces
1382125 square feet [199026048.00 square inches]
129 Displacements
815013 Square Feet [117361920.00 Square Inches]
7001 patches before subdivision
zero area child patch
89323 patches after subdivision
sun extent from map=0.000000
130 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (61)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (84)
transfers 5210041, max 730
transfer lists:  39.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(122630, 75479, 54570)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(14069, 5455, 2874)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2168, 546, 207)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(401, 68, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(77, 9, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(16, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1196 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (37)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (26)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                917/8192        11004/98304    (11.2%) 
brushsides            8676/65536       69408/524288   (13.2%) 
planes               14848/65536      296960/1310720  (22.7%) 
vertexes             11364/65536      136368/786432   (17.3%) 
nodes                 4797/65536      153504/2097152  ( 7.3%) 
texinfos              1474/12288      106128/884736   (12.0%) 
texdata                 43/2048         1376/65536    ( 2.1%) 
dispinfos              129/0           22704/0        ( 0.0%) 
disp_verts           37281/0          745620/0        ( 0.0%) 
disp_tris            66048/0          132096/0        ( 0.0%) 
disp_lmsamples     2287946/0         2287946/0        ( 0.0%) 
faces                 7013/65536      392728/3670016  (10.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3056/65536      171136/3670016  ( 4.7%) 
leaves                4800/65536      153600/2097152  ( 7.3%) 
leaffaces             8023/65536       16046/131072   (12.2%) 
leafbrushes           3507/65536        7014/131072   ( 5.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            47604/512000     190416/2048000  ( 9.3%) 
edges                25544/256000     102176/1024000  (10.0%) 
LDR worldlights        130/8192        11440/720896   ( 1.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            689/32768        6890/327680   ( 2.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         10803/65536       21606/131072   (16.5%) 
cubemapsamples           9/1024          144/16384    ( 0.9%) 
overlays                10/512          3520/180224   ( 2.0%) 
LDR lightdata         [variable]     7918416/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     1027847/16777216 ( 6.1%) 
entdata               [variable]       66259/393216   (16.9%) 
LDR ambient table     4800/65536       19200/262144   ( 7.3%) 
HDR ambient table     4800/65536       19200/262144   ( 7.3%) 
LDR leaf ambient     13931/65536      390068/1835008  (21.3%) 
HDR leaf ambient      4800/65536      134400/1835008  ( 7.3%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/15570    ( 0.0%) 
pakfile               [variable]       11464/0        ( 0.0%) 
physics               [variable]      297546/4194304  ( 7.1%) 
physics terrain       [variable]      119146/1048576  (11.4%) 

Level flags = 0

Total triangle count: 21159
Writing c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
3 minutes, 43 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp" "c:\program files (x86)\steam\steamapps\beesafree\team fortress 2\tf\maps\Arena_schoolhouse.bsp"

i tried alt+p, it was all fine
interlopers only gave me 2 basic errors


my map is so close to being done, this made me mad XD
i can provide any of the files if needed
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
would that cause my problem?
i dont want to delete/remake.... as it is a very precise structure
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Lemme guess, you used the torus tool? Max map planes is a hard limit in the engine, and should rarely if ever be reached under normal mapping. Usually the only time people hit it is if they committed an act of heinous carving or used the torus tool, neither of which should be done. If you did in fact do one of these, you have no choice but to make it with less pieces, or delete it entirely and maybe hope to get a model for it.
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
ok yeah, your dead on, boojum
torus tool....
with 32 sides... =/
how else am i suppose to connect my 2 cylinders at a right angle T_T

is that any way to get around it?
like i have 6 toruses....
can i make 2 then reference them 2 times more each?
or can i convert them to a model? XD

EDIT:
deleted the toruses and the map ran....
although... i still need them XD

EDIT2:
is there a spot where i can see the max map planes? like the max, and where im at?
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
The max is 65536, as displayed in the big list of stats at the end of VRAD's work in the compile log. If you go over the limit, there is no way to know how far you are, as it simply stops at that point.

I'd say try subdivided displacements, but those are tricky and I haven't really the time to explain right now.
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
You have 32-sided cylinders? You might find that a 16-sided cylinder is good enough. Or, maybe make the toruses and cylinders both models.

I just thought of another idea. Extend each cylinder across the diameter of the next cylinder, and use the clipping tool to cut it at 45 degrees. That will produce a joint between the cylinders that doesn't involve toruses. You still might be better off with 16-sided cylinders.
 
Last edited:

Beesafree

L1: Registered
Jun 11, 2011
32
4
eh.... it would work....
not the desired effect though

anyone know how to convert it to a model?
or would i have to start a new program, create a model in that then import it to my map?

and if so, would i be able to recreate the torus easily?
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
should i be worried about this?

visdata [variable] 15657577/16777216 (93.3%) VERY FULL!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
eh.... it would work....
not the desired effect though

anyone know how to convert it to a model?
or would i have to start a new program, create a model in that then import it to my map?

and if so, would i be able to recreate the torus easily?

You can actually turn it into a model just using Hammer and a plugin:

http://developer.valvesoftware.com/wiki/Propper
 

Huckle

L3: Member
May 31, 2010
149
101
should i be worried about this?

visdata [variable] 15657577/16777216 (93.3%) VERY FULL!

I think you can get around this by turning all the pipes and toruses into func_detail and then just putting square nodraw brushes around the entire thing (or go with propper+nodraw). Compiling vis like that should take forever if they're actual geometry.
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
ok that's good info, huckle, steve
very useful....

about this func_detail....
all trimmings should be detail then.... right?
and are displacement considered in vis leafs? i would imagine not, see as how they are never simple

another quick question, is it better to have a single large water? or several mini water squares at the spots where you will see it?
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
another quick question, is it better to have a single large water? or several mini water squares at the spots where you will see it?

Generally for me I found the water doesn't tile badly (seams) when you make it just one massive square. Although if you have a way to prevent a seam in the first place by blocking off the water (Like say different puddles within 400 units of each other), of course 2 small water brushes would be better.

Things like massive oceans, try to fit that all in one brush. Someone thats spent more time with water brushes might have a differing opinion on that though.
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
I think you can get around this by turning all the pipes and toruses into func_detail and then just putting square nodraw brushes around the entire thing (or go with propper+nodraw). Compiling vis like that should take forever if they're actual geometry.

uh, holy hell....
i think i might love func detail

visdata [variable] 3850066/16777216 (22.9%)
from 90%+ XD
 

Huckle

L3: Member
May 31, 2010
149
101
about this func_detail....
all trimmings should be detail then.... right?
and are displacement considered in vis leafs? i would imagine not, see as how they are never simple

another quick question, is it better to have a single large water? or several mini water squares at the spots where you will see it?

Yeah all trimmings should be func_detail. If you want to, after compiling a map you can go to Map > Load portal file in Hammer and you'll be able to see your visleaves as boxes. If you find that you have very small leaves, you could probably simplify geometry.

Displacements are not considered in visleaves, which is why you should always use brushes covered with the nodraw texture to cut down visibility or you will get leaks.

I'd generally recommend sticking with a single water plane since your compilations will crash if you have water surfaces on different heights anyway.