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Author Topic: numplanes + fakeplanes >= MAX_MAP_PLANES... vrad error  (Read 377 times)
Maggot
*

Posts: 44
I've encountered a pretty unfortunate error for my map. It happened once I added the final bonus to it. After looking around on the internet for a quick second I understand that this error occurs when there is too much complex geometry in the map. func_detailing doesnt really help in this case. I read some shit about this "propper" plugin that may help, but I havent done anything with that yet. I'll keep searching for a solution, I just wanted to post here to see if anyone knew. :(

 plz and thank you

EDIT: fixed problem, doing a number of things (if anyone cares) :

-removed a few light entities that weren't needed
-had some faces that were on the outside of the map (no one sees them) that weren't nodraw textured, applied nodraw texture to them
-had a ramp that was just for show (certainly was "complex geometry") got rid of it.
-clipped off extraneous walls hanging off the visible stages
-changed  lightmap scale to 64 (select all > ctrl +A)
-lined up two of the stages with the brown grid lines on the TOP view. I read that it helps one way or the other.

TL;DR: just the result of bad mapping, move along.


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\bohboh\Desktop\mapping\surf_nac_a3.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\bohboh\Desktop\mapping\surf_nac_a3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/surf_nac_a3/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/surf_nac_a3/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/surf_nac_a3/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 4592 detail faces...done (3)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\bohboh\Desktop\mapping\surf_nac_a3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (11) (1978158 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 821 texinfos to 668
Reduced 83 texdatas to 72 (2312 bytes to 2004)
Writing C:\Users\bohboh\Desktop\mapping\surf_nac_a3.bsp
22 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\bohboh\Desktop\mapping\surf_nac_a3"

Valve Software - vvis.exe (Aug 27 2013)
8 threads
reading c:\users\bohboh\desktop\mapping\surf_nac_a3.bsp
reading c:\users\bohboh\desktop\mapping\surf_nac_a3.prt
2606 portalclusters
6389 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (24)
Optimized: 1895 visible clusters (0.44%)
Total clusters visible: 425880
Average clusters visible: 163
Building PAS...
Average clusters audible: 332
visdatasize:400671  compressed from 1709536
writing c:\users\bohboh\desktop\mapping\surf_nac_a3.bsp
24 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\bohboh\Desktop\mapping\surf_nac_a3"

Valve Software - vrad.exe SSE (Aug 30 2013)

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

Loading c:\users\bohboh\desktop\mapping\surf_nac_a3.bsp
Setting up ray-trace acceleration structure... Done (4.10 seconds)
25185 faces
numplanes + fakeplanes >= MAX_MAP_PLANES

** Executing...
** Command: Copy File
** Parameters: "C:\Users\bohboh\Desktop\mapping\surf_nac_a3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_nac_a3.bsp"

« Last Edit: September 13, 2013, 05:51:34 AM by [pfN] Big Blue »
   
Offline  Drexen
Rocketeer
***

Posts: 282
-removed a few light entities that weren't needed
-had some faces that were on the outside of the map (no one sees them) that weren't nodraw textured, applied nodraw texture to them
-had a ramp that was just for show (certainly was "complex geometry") got rid of it.
-clipped off extraneous walls hanging off the visible stages
-changed  lightmap scale to 64 (select all > ctrl +A)
-lined up two of the stages with the brown grid lines on the TOP view. I read that it helps one way or the other.

TL;DR: just the result of bad mapping, move along.

lightmap scale of 64 seems a bit over the top, taking 16 as default, the highest i normally have to go is 28. looks like you probably are just hitting a brush/face limit, and a 30ish sec vvis compile shows theres still room for optimization visleaf/func detailing wise
   
Maggot
*

Posts: 44
Right on, I'll lower lightmap scale. I was just paranoid over trying to get my map to compile. Moar optimization as well.

Ty based Drexen
   
Maggot
*

Posts: 45
i surf in the game team fortress 2
Release your next map already Blue :>


---------------------------
   
Maggot
*

Posts: 44
s00n.

Also, was it noob of me to be proud of my 24 second vvis compile time? That's the quickest I've gotten it. :( heh
   
Offline  Drexen
Rocketeer
***

Posts: 282
I always like to boast jump volcanic's 1 second vvis compile time, but it does depend on the map, so ye
   
Maggot
*

Posts: 44
Got my vvis to 19 seconds.... lol. I cant lower the lightmap scale any :( anything lower than 64 and I get:



Valve Software - vbsp.exe (Aug 30 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\bohboh\Desktop\mapping\surf_nac_a4.vmf
material "/sky_skylab_01dn" not found.
Material not found!: /SKY_SKYLAB_01DN
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/surf_nac_a4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/surf_nac_a4/nature/blenddirtgrass008b_lowfriction_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 4382 detail faces...done (3)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3628 prims, max 32768 :: 65547 indices, max 65536)


But to be honest, my last map had like 110 lightmap scale, albeit it looks like trash. I've decompiled surf_cyanide (by Diealready) and his skyboxed walls have 128, his walls have 32, his ramps have 16.. so idk what to use as a sample. But meh I'm probably going to roll with 64 lightmap scale unless I can quickly fix it. I'm p much finished with this map.

maybe it has something to do with the 10-15+ curved ramps 




or maybe I'm just a poor mapper. I'm voting the latter o:

 
   
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