Beating MAP_MAX_FACES (goldsrc) I've got a beautiful map source here from a truly professional mapper that needs a bit of critical tweaking before we can slot it into our game. I also have the BSP of the original map, pre-tweaking. Problem is, I can't get the source to compile for the life of me.
I'm using ZHLT 3.4, and the following compile params: hlcsg -low "%1.map" -chart -wadautodetect -nowadtextures -cliptype smallest -nullfile null_list.txt -texdata 5000 hlbsp -low "%1.map" -maxnodesize 64 -chart -texdata 5000 hlvis -low -estimate -full -chart "%1.map" -texdata 5000 hlrad -threads 3 -estimate -extra -sparse -lights "lights.rad" "%1.map" -texdata 5000 -nolog It dies during the HLBSP phase, usually with MAP_MAX_FACES - although under some variations, just crashes. (System compiles nearly equally complex maps with same texture set just fine.) The map is at the very top limits in terms of leaf and clip nodes, and as the -texdata line suggests, a smidgen over the standard texture limit. Nonetheless, the original author managed to compile this beast, and yet I cannot. We want a release by the 10th, and it can take the map author weeks to respond, so I thought I'd check in here and see if anyone had any ideas as to any compile parameters that may help. At the moment, neither the original nor my tweaked version of the map will compile, yet I have this BSP, so I know it can be done... Somehow. - Thothie _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
