Digital Paint Discussion Board

Development => Mapping => Topic started by: Sawy on May 12, 2009, 07:53:06 AM

Title: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Sawy on May 12, 2009, 07:53:06 AM
Hey,

When I compile my map, I get two errors. Can someone explain me why?

(My map is not going over purple borders)

http://img23.imageshack.us/img23/7774/helpxiy.jpg

Thanks.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: _burnt on May 12, 2009, 08:58:13 AM
http://www.slackiller.com/tommy14/errors.htm#maxpatch (http://www.slackiller.com/tommy14/errors.htm#maxpatch)

Hope that helps  :)
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Eiii on May 12, 2009, 01:26:43 PM
Yep, too complex of a lightmap. Try scaling up some textures (I've heard you can scale up the sky and it'll cut some polys there, but probably not), detail some stuff and use other tricks like moving barrels/crates 1 unit off the ground, and if all that doesn't work run the compiler with a higher -chop value.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: ViciouZ on May 12, 2009, 01:36:28 PM
Yep, too complex of a lightmap. Try scaling up some textures (I've heard you can scale up the sky and it'll cut some polys there, but probably not), detail some stuff and use other tricks like moving barrels/crates 1 unit off the ground, and if all that doesn't work run the compiler with a higher -chop value.

Detailing stuff and moving things 1-unit apart is going to do nothing, and the latter will actually increase the lightmap surface. Like Eiii said, scale up the sky and all invisible textures (clip/hint/trigger) before going to a bigger -chop and -chopcurve value.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Sawy on May 12, 2009, 01:51:01 PM
Thanks everyone to your answers .

I'm not sure  to understand, but errors seems possible to be fixed, so i will try.

------
{EDIT}

Well, i'm not sure, but, i should change values of some surfaces (SY and SX) on 2.0 instead of 1.0?
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: jitspoe on May 12, 2009, 10:45:15 PM
Are you using sand textures by chance?  Those are phong shaded by default and will hit MAX_PATCHES a lot faster.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: _burnt on May 13, 2009, 12:55:39 AM
Well, i'm not sure, but, i should change values of some surfaces (SY and SX) on 2.0 instead of 1.0?

Yes, like that.

Or does it help more if you put like 200.0? Cause it wouldn't matter in the invisible brushes?
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: ViciouZ on May 13, 2009, 06:14:45 AM
Yes, like that.

Or does it help more if you put like 200.0? Cause it wouldn't matter in the invisible brushes?

Exactly, scale all the invisible brushes up by 100 or more.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Sawy on May 13, 2009, 07:09:07 AM
jitspoe: Nope, i used some grass textures like Grass1_8 and pb_gras3.

Well, i put 2.0 on the wall, only on wall, and there are not max patches when i have 50% of my map (first base). But when i put the 2nd part, max patches are back.

 I should use 2.0 everwhere? =/ (on grass, wood? box?). My map could become ugly
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: ViciouZ on May 13, 2009, 07:53:38 AM
Use 100.0 on all textures that the player doesn't see (like sky or clip brushes).
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: _burnt on May 13, 2009, 09:24:53 AM
But when i put the 2nd part, max patches are back.

When you attach the other end, lightmap surface doubles. So that's why it goes over the limit.

I should use 2.0 everwhere? =/ (on grass, wood? box?). My map could become ugly

Not on everything. First try sky etc, invisible brushes. If it still goes over the limit, then try grass or cliff.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Sawy on May 13, 2009, 12:19:39 PM
Ok, thanks, i will try it. Use nodraw and 2.0 (or more).

-----------------
{EDIT}

If i use "nodraw", theses max_patches are going to be more low, right?
So when i will compile my map, it should be more fast?
R_speed will change too?
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: _burnt on May 15, 2009, 11:03:48 AM
If i use "nodraw", theses max_patches are going to be more low, right?

If you put tick to "nodraw", the item comes invisible. So it will not help decreasing lightmap surface, item just comes invisible.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Sawy on May 17, 2009, 11:50:37 AM
oh well, i just did it everywhere xD

I thought it was helping. So i should just put 2.0 (and more) on surface. I will try it.
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: _burnt on May 17, 2009, 12:25:39 PM
I'm not sure, but i think that 2.0 doesn't make much of a difference. So you should try something like 200.0, that will help for sure :D

BTW, have you solved that other problem of yours?
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Sawy on May 17, 2009, 01:00:10 PM
Well, i will put 200 on hide texture.

at the moment, i didn't solved my problems. So i will try to fix max_patches, and well, if it works, i will try to understand Mod_ParseMarksurface: Bad surface number.

I guess i will stop to try to do some details on my map and i will do  normals maps lol
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: _burnt on May 17, 2009, 01:27:46 PM
I read somewhere that the Mod_ParseMarksurface seems to come when you attach the other end of a map, but there wasn't solution to it...
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: Sawy on June 08, 2009, 11:54:03 AM
Well, i changed values 2.0 by 200 on many texture, and i always have "max_patches".

Any idea to fix it?
Title: Re: ERROR {Max_Patches / Mod_ParseMarksurfaces: Bad surface number }
Post by: jitspoe on June 08, 2009, 08:00:19 PM
Are you using a lot of sand, barrel, or other smoothed surfaces textures?  Those eat up patches quickly.  You may need to set up a custom batch file to tweak some of the ArghRad settings so it will compile, like an increased -chopcurve -chopsky, etc.  More info here: http://arghrad.planetquake.gamespy.com/