Author Topic: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...  (Read 8379 times)

Offline LedZep

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MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« on: November 09, 2014, 02:18:05 AM »
I should not have started doing anything on the Q2 engine. I knew of its restrictions, but I thought I could circumvent it with KMQ2, KMQBSP and ARGHRAD. Guess not...

Look at this thing! It's so simple! How could I be hitting limits (especially with an engine/tools like that)!
Although I must admit, I should put a few doors in and vis portals. That could do the trick. Still, I am dissapoint >.>
Only 1 light is present too, and -4096 < map < 4096...
« Last Edit: November 09, 2014, 02:22:50 AM by LedZep »
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Offline The Happy Friar

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #1 on: November 09, 2014, 04:21:58 AM »
Maps have to be compiled with a special command to be larger then normal, don't they?
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Offline |iR|Focalor

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #2 on: November 09, 2014, 04:43:58 AM »
erbrbrbrbrbrbrbrbrrbrbbrrbrbr

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Offline Whirlingdervish

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #3 on: November 09, 2014, 09:04:48 AM »
check to see if you have surface lighting on any of the texture flags. if you only put in one light entity and aren't using a sun in the worldspawn section, the rest are coming from somewhere.
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Offline LedZep

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #4 on: November 09, 2014, 08:50:55 PM »
Well, yeah I've been using -moreents and -largebounds or whatever, and that too took some work. I believe chop 240 fixed it again after a certain geometry change had rekt it. It's already getting sketchy and I didn't put most of the map in yet... I think it's just my surfaces messing the rad though.
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Offline |iR|Focalor

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #5 on: November 09, 2014, 10:11:13 PM »
Not really hip on the latest memes, but a quick search of youtube yielded this. :D

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/Hv6RbEOlqRo/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/Hv6RbEOlqRo"></iframe></span></span><br /><a href="http://www.youtube.com/v/Hv6RbEOlqRo" target="_blank" class="new_win">http://www.youtube.com/v/Hv6RbEOlqRo</a>

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/oGL2upfz1b0/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/oGL2upfz1b0"></iframe></span></span><br /><a href="http://www.youtube.com/v/oGL2upfz1b0" target="_blank" class="new_win">http://www.youtube.com/v/oGL2upfz1b0</a>

You should post a copy of your earthquake sound. :lol:
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Offline Whirlingdervish

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #6 on: November 10, 2014, 09:21:23 AM »
another thing to check would be the sky. if you have the sky set with a light texture flag it can make a ton of lighted triangles to deal with as well.

I might try the chopsky # argument in qrad or arghrad. Use a large number that's an exponent of 2 as the value. it will set a lower limit on the size of those sky triangles and give you less lighted surfaces.
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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #7 on: November 10, 2014, 06:26:06 PM »
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WOW THIS EXPLAINS A LOT! This whole Time I was Wondering what gave this Member the Right to Call Me Stupid a Waste Of Space in Other Words Of Course..... AND IT ALL MAKES SENSE NOW! This man is a fucking GENIUS! I Bet he even can Count PAST POTATOE NO WAY HE IS A TROLL LOOK AT THE PRODUCTIVENESS OF HIS POST. I need To Step Up My Game when it Comes to Debates On this Forum I Might have To Flick On My Brain Cells which is 1 More then you got which would be Zero LOL!
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Offline Sgt. Dick

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #8 on: November 10, 2014, 07:48:38 PM »
Thomas relax and burn another bowl.
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Offline |iR|Focalor

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #9 on: November 11, 2014, 01:11:15 AM »
erbrbrbrbrbrbrbrbrrbrbbrrbrbr

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WOW THIS EXPLAINS A LOT! This whole Time I was Wondering what gave this Member the Right to Call Me Stupid a Waste Of Space in Other Words Of Course..... AND IT ALL MAKES SENSE NOW! This man is a fucking GENIUS! I Bet he even can Count PAST POTATOE NO WAY HE IS A TROLL LOOK AT THE PRODUCTIVENESS OF HIS POST. I need To Step Up My Game when it Comes to Debates On this Forum I Might have To Flick On My Brain Cells which is 1 More then you got which would be Zero LOL!

Fuck you.
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Offline yahoo

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #10 on: November 11, 2014, 01:29:12 AM »
heheh
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Offline [BTF] Reflex

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #11 on: November 11, 2014, 02:59:49 AM »
exactly what limits are being hit?  I might have missed that part  :exqueezeme:
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Offline LedZep

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #12 on: November 12, 2014, 03:16:04 AM »
exactly what limits are being hit?  I might have missed that part  :exqueezeme:

MAX_PATCHES with ArghRad 3.00T9, MAX_LIGHTS or something with good ol QRad3.

Here's the important section of my batch builder
Code: [Select]
[...]
REM START MAP COMPILING

ECHO Running BSP...
%toolspath%\kmqbsp3 -vb -chop 240 -gamedir %gamedir% %gamedir%\maps\%mapfile% > %gamedir%\maps\%logfile%

ECHO Running vis...
%toolspath%\qvis3 -v -nosort -level 4 -threads 5 %gamedir%\maps\%bspfile% >> %gamedir%\maps\%logfile%

ECHO Running rad...
%toolspath%\arghrad -gamedir %gamedir% %gamedir%\maps\%bspfile% >> %gamedir%\maps\%logfile%

REM END MAP COMPILING
[...]

I even tried adding higher multiples of 240 as light chops (960, 1920) because somebody wrote that it would reduce the number of patches being occupied. Didn't work  :'(

Here's the tail of my log:

Code: [Select]
[...]

cluster  295 :  181 visible
cluster  296 :  234 visible
cluster  297 :  256 visible
Average clusters visible: 192
Building PHS...
Average clusters hearable: 296
visdatasize:25076  compressed from 23840
writing D:\Brutal Shitstorm\bs\basebs\maps\testplace.bsp    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< VIS clearly succeeds.
  3.0 seconds elapsed
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -verbose enabled  (more detailed output)
 -choplight set to 1920.0  (normal light patch size)
 -gamedir set to basebs\  (game pak dir)
6 threads
----- Load BSP File -----
reading D:\Brutal Shitstorm\bs\basebs\maps\testplace.bsp
0 shadowfaces found (0 world, 0 bmodel)
----- Texture Reflectivity -----
base_wall/metalfloor_wall_15   ref: 0.820 0.692 0.610   emit: 1.000 0.712 0.553
e1u1/sky1                ref: 1.000 0.726 0.263   emit: 1.000 0.527 0.069
base_trim/border11       ref: 0.609 0.571 0.508   emit: 1.000 0.879 0.695
base_trim/dirty_pewter   ref: 0.360 0.334 0.289   emit: 1.000 0.865 0.645
base_wall/c_met7_2       ref: 0.479 0.476 0.427   emit: 1.000 0.984 0.795
base_wall/c_met5_2       ref: 0.468 0.464 0.411   emit: 1.000 0.983 0.770
base_test/c_met7_m       ref: 0.474 0.470 0.423   emit: 1.000 0.985 0.795
monstorico/phalanxfag    ref: 0.690 0.485 0.314   emit: 1.000 0.494 0.207
base_floor/clang_floor   ref: 0.447 0.340 0.255   emit: 1.000 0.580 0.326
e1u1/metal14_1           ref: 0.252 0.215 0.188   emit: 1.000 0.728 0.556
e1u1/laserbut0           ref: 0.203 0.140 0.110   emit: 1.000 0.477 0.294
----- Light World -----
13280 faces
4727806 square feet

************ ERROR ************
MAX_PATCHES    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< At this line, we see how ArghRad derped.

It's also interesting how the map can have no light ents whatsoever and still fail with the same error.

Not really hip on the latest memes, but a quick search of youtube yielded this. :D

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/Hv6RbEOlqRo/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/Hv6RbEOlqRo"></iframe></span></span><br /><a href="http://www.youtube.com/v/Hv6RbEOlqRo" target="_blank" class="new_win">http://www.youtube.com/v/Hv6RbEOlqRo</a>

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/oGL2upfz1b0/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/oGL2upfz1b0"></iframe></span></span><br /><a href="http://www.youtube.com/v/oGL2upfz1b0" target="_blank" class="new_win">http://www.youtube.com/v/oGL2upfz1b0</a>

You should post a copy of your earthquake sound. :lol:

Focalor, here's the sound directly from that mod: http://ledzep.tastyspleen.net/files/herecomes.wav
But it's only the vox part I whipped up at the AT&T text-to-speech showcase. The rumble behind it is the regular Q2 earthquake effect (which triggers at the same time).
« Last Edit: November 12, 2014, 03:21:50 AM by LedZep »
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Offline Jay Dolan

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #13 on: November 12, 2014, 01:09:18 PM »
You should be using `-chop 1024` for a map with such absurdly large surfaces. That will hopefully bring you down into a reasonable patches count. The MAX_LIGHTS message is an inaccurate error reported by qrad -- a typo, really. It has nothing to do with light entities. Rather, it's equivalent to MAX_PATCHES, which means that the compiler can't subdivide your map's faces into a reasonable number of patches to gather radiosity for them. While this limit is sort of arbitrary and modest for today's systems, the fact that you're hitting these limits should tell you something.

Even if you get that thing to compile, as soon as you throw entities into it, people will overflow when trying to connect because the entity baselines will blow out the 1400 byte packet size (MAX_MSGLEN). Your map is way too wide-open to VIS well.

Crap on the engine all you want, fucking thing's 20 years old. But this isn't exactly an example of fine mapping either :lol: The Quake engine was built for rendering indoor environments: not football field-sized box maps.

Here are a whole bunch of .map file sources you can use to learn how to make Quake2 maps:
https://github.com/jdolan/quake2world-data/tree/master/src/default/maps
« Last Edit: November 12, 2014, 01:15:43 PM by Jay Dolan »
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Offline Th0m@s29

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Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« Reply #14 on: January 16, 2015, 07:54:29 AM »
erbrbrbrbrbrbrbrbrrbrbbrrbrbr

uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu


Another intelligent, useful, well thought out post. You go, girl! :bravo: Right Eh Broseph HAHAHA! LOLOLOLOL! ROFL! LMFAO! LMAO! HEHEHEHEHE TEE HEEHEE!
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If I don't smoke some bud I'll shrivel up and die like a beautiful flower without water.

 

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