Author Topic: Wpoly count trouple  (Read 5693 times)

M-A-Zing

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Wpoly count trouple
« on: February 23, 2008, 07:15:37 PM »
I'm making my first map. but i'm having trouble with the rspeeds. in some places the wpoly count is up to 5000 and in one place i saw the wpoly count was 7000. i dont get what to do about the rspeeds.
Can anyone help with that?

y00tz

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Re: Wpoly count trouple
« Reply #1 on: February 23, 2008, 07:57:38 PM »
Are you vising your map?

M-A-Zing

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Re: Wpoly count trouple
« Reply #2 on: February 23, 2008, 08:18:48 PM »
I started the final compile because i thought it was done. But it has been doing the final compile for about three hours (is that normal?).  ??? but the qbsp.bat takes all of ten seconds.

y00tz

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Re: Wpoly count trouple
« Reply #3 on: February 23, 2008, 08:24:33 PM »
Do the qbsp vis rad fast or qbsp vis rad :)

M-A-Zing

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Re: Wpoly count trouple
« Reply #4 on: February 23, 2008, 08:37:39 PM »
It finished doing the final compile but the compiler ended up saying this. ???
the qbsp fastvis rad.bat is taking as long as the final compile. so the final compile looked just like the qbsp without lighting and shadow



----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\Games\Paintball2\bsp\pball2\quake2\pball\
entering C:\Games\Paintball2\bsp\pball2\quake2\pball\mapfiles\Procedings.map
0...1...2...3...4...5...6...7...8...9... (3)
0...1...2...3...4...5...6...7...8...9... (4)
writing C:\Games\Paintball2\bsp\pball2\quake2\pball\mapfiles\Procedings.prt
Writing C:\Games\Paintball2\bsp\pball2\quake2\pball\mapfiles\Procedings.bsp
   15 seconds elapsed
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
Test level not used in qvis3
reading C:\Games\Paintball2\bsp\pball2\quake2\pball\mapfiles\Procedings.bsp
reading C:\Games\Paintball2\bsp\pball2\quake2\pball\mapfiles\Procedings.prt
4968 portalclusters
15059 numportals
0...1...2...3...4...5...6...7...8...9... (139)
0...1...2...3...4...5...6...7...8...9... (13627)
Average clusters visible: 292
Building PHS...

************ ERROR ************
Vismap expansion overflow
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------

----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to C:\bsp\pball2\quake2\pball\  (game pak dir)
 -chop set to 16.0  (surface patch size)
 -extra enabled  (extra quality light sampling)
----- Load BSP File -----
reading C:\Games\Paintball2\bsp\pball2\quake2\pball\mapfiles\Procedings.bsp
WARNING: Colormap not found - no colored texture lighting
Couldn't load pball/tudorstone1
Couldn't load pball/y_metal1
Couldn't load pball/metal5_8
Couldn't load pball/lit3_1
Couldn't load pball/ground1_1
Couldn't load pball/sky1
Couldn't load pball/box3
Couldn't load pball/metal1_2
Couldn't load pball/lit3_5
Couldn't load pball/w_brt1
Couldn't load pball/w_brl1
Couldn't load pball/tudorstone2
Couldn't load pball/wizwood1_5
Couldn't load pball/clip
Couldn't load pball/tudorwood1
Couldn't load pball/metal2
Couldn't load pball/dung01_2
Couldn't load pball/wwall1_1
Couldn't load pball/metal2_5
Couldn't load pball/rock1_2
Couldn't load pball/city4_6
Couldn't load pball/metal2_6
Couldn't load pball/grass1_8
Couldn't load pball/metal4_8
Couldn't load pball/uwall1_3
Couldn't load pball/metal8_1
Couldn't load pball/lit2_6
Couldn't load pball/ltwhite
Couldn't load pball/b_metal1
Couldn't load pball/trigger
no vis information, direct lighting only
----- Light World -----

************ ERROR ************
MAX_PATCHES
        1 file(s) copied.
Press any key to continue . . .


It always say no vis information for all the vising
« Last Edit: February 23, 2008, 09:29:19 PM by M-A-Zing »

Eiii

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Re: Wpoly count trouple
« Reply #5 on: February 23, 2008, 11:23:41 PM »
MAX_PATCHES means your map is too complex for RAD to work at the quality you want it to. Decrease the patch size.

It looks like you're missing all the textures and the colormap. How did you install BSP?

ViciouZ

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Re: Wpoly count trouple
« Reply #6 on: February 24, 2008, 05:40:21 AM »
MAX_PATCHES means your map is too complex for RAD to work at the quality you want it to. Decrease the patch size.

It looks like you're missing all the textures and the colormap. How did you install BSP?
Not only that, but it killed Vis aswell. Is your map inside a huge box?

S8NSSON

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Re: Wpoly count trouple
« Reply #7 on: February 24, 2008, 08:10:41 AM »
Quote
4968 portalclusters
15059 numportals
0...1...2...3...4...5...6...7...8...9... (139)
0...1...2...3...4...5...6...7...8...9... (13627)

HOUSTON we have a problem.
That amount of numportals is not compilable.

Your map has; 1) been placed inside a big box, 2) is way too complex.

You can...

if case 1) Placing a big box around your map in order to solve troublesome leaks is not a good solution. Find the leaks and fix them.

or 2) Learn to achieve the same effect with less brushes and detail. There are detail and hint brush entities designed to help with this. Google is your friend. And there is no substitute for good old fashion creativity.

M-A-Zing

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Re: Wpoly count trouple
« Reply #8 on: February 24, 2008, 12:57:00 PM »
MAX_PATCHES means your map is too complex for RAD to work at the quality you want it to. Decrease the patch size.

It looks like you're missing all the textures and the colormap. How did you install BSP?

I used the Installing and Starting BSP Tutorial by jitspoe

And when I try to run the leak check BSP shuts down

i_am_a_pirate

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Re: Wpoly count trouple
« Reply #9 on: February 24, 2008, 01:26:15 PM »
ooh, try posting the .map file (or maybe not, if you don't feel comfortable doing so)
Or post a screenshot so that we can get an idea of how complex this map is

M-A-Zing

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Re: Wpoly count trouple
« Reply #10 on: February 24, 2008, 01:51:44 PM »
This may sound stupid but i cant figure out how to post the screenshots that i have.

edit: actually i don't know how to post any files on this forum

ViciouZ

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Re: Wpoly count trouple
« Reply #11 on: February 24, 2008, 01:57:23 PM »
Click advanced options under the editor in the post page.

i_am_a_pirate

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Re: Wpoly count trouple
« Reply #12 on: February 24, 2008, 02:01:26 PM »
yeah, just under my post you'll see a button saying Reply. click it and go to the advanced options. Attach the file from there

Cameron

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Re: Wpoly count trouple
« Reply #13 on: February 24, 2008, 02:02:26 PM »
Either register for photobucket and they will host your files or click "advanced options" in the reply page.

EDIT: 2 PEOPLE BEAT ME 2 IT.  MAN I AM SLOW

M-A-Zing

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Re: Wpoly count trouple
« Reply #14 on: February 24, 2008, 02:19:39 PM »
When i try to use the additional options and attach the files it gives me a type of error message :-\

ViciouZ

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Re: Wpoly count trouple
« Reply #15 on: February 24, 2008, 02:21:12 PM »
Well, what is it?

M-A-Zing

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Re: Wpoly count trouple
« Reply #16 on: February 24, 2008, 02:23:40 PM »
here are some screenshots

Edit: Nevermind i don't know what i was doing wrong

Garrett

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Re: Wpoly count trouple
« Reply #17 on: February 24, 2008, 02:37:57 PM »
Wow that map looks very nice.  I look forward to playing the beta.  Is this your first map?

M-A-Zing

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Re: Wpoly count trouple
« Reply #18 on: February 24, 2008, 02:39:50 PM »
Yes its my first map but i cant find the leaks i cant light it and i cannot do the final compile

and the rspeeds get to be big

Deranged

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Re: Wpoly count trouple
« Reply #19 on: February 24, 2008, 02:45:52 PM »
use the leak check under the file menu