MAX_EDGE_LINES


(pazur) #1

MAX_EDGE_LINES :???:

i`ve looked up in some collections of compiler errors but i dont find anyting about this.


(pazur) #2

error msg is at bsp stage with q3map 2.3.37

C:\Games\Return to Castle Wolfenstein>“C:\Games\Return to Castle Wolfenstein\q3m
ap_ydnar_2.3 latest\q3map2.exe” -threads 1 -meta -game wolf “C:\Games\Return to
Castle Wolfenstein\Main\maps
atter105.map”
2.3.37
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.37
GtkRadiant - v1.3.5-dev Jan 24 2003 09:22:15
The speedmetal hip-hop electroclash fusion album
VFS Init: C:/Games/Return to Castle Wolfenstein/main/

— BSP —
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/alpha.shader
entering scripts/assault.shader
entering scripts/awf_props.shader
entering scripts/blimp.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_props.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/cathedrale_wall.shader
entering scripts/chat.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/graveyard.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/metal_misc.shader
entering scripts/miltary_door.shader
entering scripts/miltary_floor.shader
entering scripts/miltary_wall.shader
entering scripts/props.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/sfx.shader
entering scripts/skies.shader
entering scripts/snow.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/training.shader
entering scripts/tree.shader
entering scripts/town_door.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/town_props.shader
entering scripts/village.shader
entering scripts/walls.shader
entering scripts/windows.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/natter.shader
Loading C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.map
entering C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.map
Entity 17 (func_group) has lightmap scale of 4.000
Entity 18 (func_group) has lightmap scale of 4.000
Entity 23 (func_group) has lightmap scale of 8.000
Entity 24 (func_group) has lightmap scale of 8.000
Entity 40 (func_group) has lightmap scale of 2.000
Entity 57 (func_group) has lightmap scale of 4.000
Entity 93 (func_group) has lightmap scale of 4.000
Entity 103 (func_group) has lightmap scale of 4.000
Entity 232 (func_group) has lightmap scale of 4.000
Entity 233 (func_group) has lightmap scale of 4.000
Entity 333 (func_group) has lightmap scale of 4.000
Entity 367 (func_group) has lightmap scale of 4.000
Entity 423 (func_group) has lightmap scale of 0.500
Entity 431 (func_group) has lightmap scale of 4.000
Entity 465 (func_group) has lightmap scale of 4.000
Entity 481 (func_group) has lightmap scale of 4.000
Entity 495 (func_group) has lightmap scale of 4.000
Entity 496 (func_group) has lightmap scale of 4.000
Entity 509 (func_group) has lightmap scale of 4.000
Entity 512 (func_group) has lightmap scale of 4.000
Entity 522 (func_group) has lightmap scale of 2.000
Entity 523 (func_group) has lightmap scale of 2.000
Entity 586 (func_group) has lightmap scale of 4.000
Entity 612 (func_group) has lightmap scale of 4.000
Entity 782 (func_group) has lightmap scale of 3.000
Entity 784 (func_group) has lightmap scale of 3.000
Entity 1051 (func_group) has lightmap scale of 4.000
Entity 1237 (func_group) has lightmap scale of 4.000
Entity 1238 (func_group) has lightmap scale of 4.000
Entity 1246 (func_group) has lightmap scale of 4.000
Entity 1247 (func_group) has lightmap scale of 4.000
Entity 1248 (func_group) has lightmap scale of 4.000
Entity 1249 (func_group) has lightmap scale of 4.000
Entity 1250 (func_group) has lightmap scale of 4.000
Entity 1251 (func_group) has lightmap scale of 4.000
Entity 1252 (func_group) has lightmap scale of 4.000
Entity 1253 (func_group) has lightmap scale of 4.000
Entity 1254 (func_group) has lightmap scale of 4.000
Entity 1255 (func_group) has lightmap scale of 4.000
Entity 1256 (func_group) has lightmap scale of 4.000
Entity 1257 (func_group) has lightmap scale of 4.000
Entity 1258 (func_group) has lightmap scale of 4.000
Entity 1454 (func_group) has lightmap scale of 4.000
Entity 1455 (func_group) has lightmap scale of 4.000
Entity 1456 (func_group) has lightmap scale of 4.000
Entity 1457 (func_group) has lightmap scale of 4.000
Entity 1872 (func_group) has lightmap scale of 4.000
Entity 1878 (func_group) has lightmap scale of 4.000
19 areaportals
Size: -4058, -8936, -4008 to 4104, 4744, 248
block size = { 832 832 832 }
911 leafs filled
writing C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.prt
************ ERROR ************
MAX_EDGE_LINES

C:\Games\Return to Castle Wolfenstein>“C:\Games\Return to Castle Wolfenstein\q3m
ap_ydnar_2.3 latest\q3map2.exe” -vis -threads 1 -fast -game wolf “C:\Games\Ret
urn to Castle Wolfenstein\Main\maps
atter105.bsp”
2.3.37
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.37
GtkRadiant - v1.3.5-dev Jan 24 2003 09:22:15
The speedmetal hip-hop electroclash fusion album
VFS Init: C:/Games/Return to Castle Wolfenstein/main/

— Vis —
fastvis = true
Loading C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.bsp
Loading C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.prt
3183 portalclusters
8985 numportals
9360 numfaces
17970 active portals
584 hint portals
visdatasize:1273208
farplane distance = 2560.0

— BasePortalVis (17970) —
0…1…2…3…4…5…6…7…8…9… (72)
creating leaf vis…
Total visible clusters: 1896834
Average clusters visible: 595
Writing C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.bsp
77 seconds elapsed

C:\Games\Return to Castle Wolfenstein>“C:\Games\Return to Castle Wolfenstein\q3m
ap_ydnar_2.3 latest\q3map2.exe” -light -threads 1 -fast -game wolf “C:\Games\Re
turn to Castle Wolfenstein\Main\maps
atter105.bsp”
2.3.37
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.37
GtkRadiant - v1.3.5-dev Jan 24 2003 09:22:15
The speedmetal hip-hop electroclash fusion album
VFS Init: C:/Games/Return to Castle Wolfenstein/main/

— Light —
Fast mode enabled
entering scripts/shaderlist.txt
entering scripts/alpha.shader
entering scripts/assault.shader
entering scripts/awf_props.shader
entering scripts/blimp.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_props.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/cathedrale_wall.shader
entering scripts/chat.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/graveyard.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/metal_misc.shader
entering scripts/miltary_door.shader
entering scripts/miltary_floor.shader
entering scripts/miltary_wall.shader
entering scripts/props.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/sfx.shader
entering scripts/skies.shader
entering scripts/snow.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/training.shader
entering scripts/tree.shader
entering scripts/town_door.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/town_props.shader
entering scripts/village.shader
entering scripts/walls.shader
entering scripts/windows.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/natter.shader
Loading C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.bsp
Loading C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.srf
Loading C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.map
entering C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.map
— SetupGrid —
Grid size = { 128, 128, 128 }
107456 grid points
726 point lights
16 spotlights
2134 diffuse (area) lights
1 sun/sky lights
3963 total lights
90 culled lights
— TraceGrid —
0…1…2…3…4…5…6…7…8…9… (167)
64 x 73 x 23 = 107456 grid
— MapRawLightmap —
0…1…2…3…4…5…6…7…8…9… (31)
1334366 luxels
905602 luxels mapped
942445 luxels occluded
3659 total lights
304 culled lights
— IlluminateRawLightmap —
0…1…2…3…4…5…6…7…8…9… (259)
905602 luxels illuminated
— IlluminateVertexes —
0…1…2…3…4…5…6…7…8…9… (123)
257131 vertexes illuminated
— StoreSurfaceLightmaps —
1125273 luxels used
983040 luxels stored (114.47% efficiency)
10374 identical surface lightmaps, using 201544 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
60 BSP lightmaps
60 total lightmaps
1093 unique lightmap/shader combinations
Writing C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.bsp
961 seconds elapsed

C:\Games\Return to Castle Wolfenstein>pause
Press any key to continue . . .


(pazur) #3

im quite sure this was caused by too much brushes... ive cleaned up about 1000 brushes and it is compiling now without this error


(Hewster) #4

Hey panzer,

I’ve never seen this error !..

From your log, it looks as though it still wrote the bsp ok ?
Did it load up and play ok? if so, maybe you can ignore the error…
I notice the error occurs when it trys to save the prt file…

What happens when you try doing a full vis?
Compare your vis log with the log from a compile I did of a medium sized map…

--- Vis ---
saveprt = true
Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\hew_pedro8.bsp
Loading C:\games\Return to Castle Wolfenstein\WildWest\maps\hew_pedro8.prt
   467 portalclusters
  1472 numportals
  1502 numfaces
  2944 active portals
   754 hint portals
visdatasize:29896

--- BasePortalVis (2944) ---
0...1...2...3...4...5...6...7...8...9... (4)
      8 average number of passages per leaf
      4 MB required passage memory

--- CreatePassages (2944) ---
0...1...2...3...4...5...6...7...8...9... (3)

--- PassagePortalFlow (2944) ---
0...1...2...3...4...5...6...7...8...9... (35)
creating leaf vis...
Total visible clusters: 74376
Average clusters visible: 159
Writing C:\games\Return to Castle Wolfenstein\WildWest\maps\hew_pedro8.bsp
       43 seconds elapsed

When I compare the visdatasize & visable clusters with yours, I see
a huge difference… perhaps you have too many structual brushes
in your map ?

Hewster


(pazur) #5

i was able to start the map, but vis was… lets say "broken". when moving around walls disappeared and i could see rooms far away. visdata is high because of fog clip(_farplanedist 2560 and _blocksize 832). it was much higher having blocksize 768. 1.75M... in my recent map its down to 1.2M with a slightly larger blocksize. even when i had 1.75M visdata this error didn`t occur.
the map from wich i posted the compile log has 16800 brushes(number shown by gtk when loading the map). my guess is that there is some limit at 16K :suspicious:

ahh btw. it`s pazur not panzer :wink:


(Codey) #6

HI,
My map has about 17,200 brushes now, and there don’t seem to be any vis related problems with it. It’s an interesting problem you have there.

I remember ydnar posting a while ago that if you are using a foghull, you will have cleaner culling and hence fps, if you tune blocksize so that visdata is approaching 2MB. Personally, I’ve never had anywhere near 2MB, since on a large level like this it would send it over the map visibility limit, but I digress…

I think this part is the root of your problem:

snip
— BasePortalVis (17970) —
0…1…2…3…4…5…6…7…8…9… (72)
creating leaf vis…
Total visible clusters: 1896834
Average clusters visible: 595
Writing C:\Games\Return to Castle Wolfenstein\Main\maps
atter105.bsp
77 seconds elapsed
snip

Depending on the layout of your map you may want to try one of more of these:

Make any complex brushwork into detail and place structural caulk behind

If it’s a wide open map, you may want to adjust the blocksize Z parameter to a value which would cover from ground level (or structural hull) to the sky hull, since you have farplanedist I’m assuming your relying mostly on this for your vis blocking.
This would cut down on the number of useless blocks in there and speed compile.

If you have a large area of your map which is just below the Z origin 0, you could move that area up to 0, this would illiminate useless blocks starting at 0 extending down.

If there is a large distance between the top of the terrain and the lower hull of the map, you could place structural brushwork “inside” the terrain, extending from the hull up to the ground level. This will illiminate blocks being allocated for inside the terrain but you still want this extended hull as simple as possible.

Do a full vis compile with -saveprt option, and use the portal viewer through tools in gtk, it’s relatively easy to determine where there are useless blocks.

Hope that helps some,
Codey
Wolfyv0.2


(pazur) #7

convinced :slight_smile: so this has something to do with vis… i will try the things u have mentioned codey. especially optimizing with -saveprt, but to caulk hull all the tunnels and rooms would take ages :bored: nevertheless your objection will take me some steps further(i guess) and i can stop “saving” brushes :beer:


(pazur) #8

optimizing with -saveprt and portal viewer, caulking the terrain, adjusting blocksize and changing the skybox hull really did it :slight_smile:

visdatasize:722616

Total visible clusters: 639798
Average clusters visible: 269