Thread: Incress max distance limit was free because it is not -/+16384 - just -/+30720

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  1. #1
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Hello folks,

    i am testing with VHLT and i would like to move 4096³ Box with player and light.
    That is end of max distance limit is -/+30720. If you are buidling out from -/+30720 and VHLT compile to many of errors because you are out from -/+30720. That is correct. Enough we have nice place of map inside -/+30720.

    vluzacn's girdhack is -/+16384 and it is smaller than -/+30720.

    We need about girdhack for -/+30720. Is it possible? If you want develop some patch for Hammer? Thanks

    // EDIT:
    Picture:

    // Edit, i need to help sometimes.... :

    #I am using with visual Studio 2008 C++

    And how do i set up from -/+16384 to -/+30720 ?

    I don't know because i have tried because gird space would like to expand into -/+30720.
    And i will add with red lines for outside = It means You don't allow to move into outside of -/+30720.

    Thanks.....
    Last edited by SourceSkyBoxer; 09-10-2013 at 01:48 PM. Reason: Add picture and sometime support...
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  2. #2
    Registered User vluzacn's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Yes, the compiler supports coordinates as large as +/-32768. But could you explain in what situation this is needed?

  3. #3
    Administrator Sniper's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    We're going to eventually be releasing a new build of Hammer to the public.
    The new build will have a larger grid size in the range of +/- 131072.
    This matches the Quake 3 grid size.

    Larger grid sizes will have greater purposes with upcoming engine updates.

  4. #4
    Registered User Loulimi's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    It will be a very good idea.
    Loulimi (also Barney, barney27, Loullimi)
    I want to save the Goldsource's knwoledge and community.
    Creator of the mod Shift-Two.

  5. #5
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Yeah you are right...

    @vluzacn. No -/+32768 won't work under Half-Life Engine becasue VHLT Compilers compilers get a lot of errors.

    I will show you... my picture from initial post: -/+30720! And VHLT Compilers works fine. And Half-Life Engine loads increased map. fine

    -/+32768 Map format won't work because your compilers get errors




    -/+30720 Map format works fine for VHLT compilers




    // EDIT for vluzacn:
    My situation will need about helpful gird for snap, move or rotate or translate or vertex or more workstation.. I need it.... Why do i need large gird views for moving mouse with marked brush or object
    Look like this...



    @Sniper,
    -/+131072 from Quake Engine? eeehhh? Why do compiler lie us? :O.
    I don't believe because very old compilers works outside -/+32768, like qcsg, qbsp2, qrad and qvis are using from Quake Engine. I know because Developers would like to creas smaller than Quake Engine Max distance... I am getting mad for Valve Software. Why do developers from Valve Software fake us?

    @ Loulimi:
    You are right because we need to dream for Level Design with biggest place from Half-Life Engine
    Last edited by SourceSkyBoxer; 11-10-2013 at 08:15 PM. Reason: Edit for vluzacn
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  6. #6
    Administrator Sniper's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    As I said above, it will be increased later.

  7. #7
    Registered User vluzacn's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    SourceSkyBoxer:
    To be precise, it is 32767 - 36(hullsize) = 32735, and surely not something like 30720. So if someone was going to make the gridhack fully comply with the compiler, it would be +/-32768.
    And what engine are you mapping for? I thought Goldsrc won't let you go outside +/-4096.

  8. #8
    Registered User vluzacn's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Quote Originally Posted by Sniper View Post
    We're going to eventually be releasing a new build of Hammer to the public.
    The new build will have a larger grid size in the range of +/- 131072.
    This matches the Quake 3 grid size.

    Larger grid sizes will have greater purposes with upcoming engine updates.
    I just learnt the news that you got the permission to modify Goldsrc engine. This is really exciting.
    I'm sure the compiler will need some changes if a map is going to be that big. I apologize for not adding enough comments in the code of the compiler, because I though no one will ever modify Goldsrc and the compiler again. So feel free to talk to me if you find anything confusing in the code.

  9. #9
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Quote Originally Posted by vluzacn View Post
    SourceSkyBoxer:
    To be precise, it is 32767 - 36(hullsize) = 32735, and surely not something like 30720. So if someone was going to make the gridhack fully comply with the compiler, it would be +/-32768.
    And what engine are you mapping for? I thought Goldsrc won't let you go outside +/-4096.
    Look out my second post. What is Engine? Just is Half-Life Engine like Spirit of Half-Life with modifed delta.lst

    Because i need to draw or to move into gird-place up -/+30720. i would like to be happy for mapping

    Quote Originally Posted by Sniper View Post
    As I said above, it will be increased later.
    Ah okay i am sorry because you mean it. Thanks
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  10. #10
    Registered User vluzacn's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Quote Originally Posted by SourceSkyBoxer View Post
    Look out my second post. What is Engine? Just is Half-Life Engine like Spirit of Half-Life with modifed delta.lst

    Because i need to draw or to move into gird-place up -/+30720. i would like to be happy for mapping
    OK. Here it is.
    And the size cannot be expanded further because Goldsrc's bsp file format uses "short" to represent some of the coordinates.

    Edit: this is buggy. Please do not download: gridhack32768.zip
    Last edited by vluzacn; 13-10-2013 at 02:39 AM.

  11. #11
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Quote Originally Posted by vluzacn View Post
    OK. Here it is.
    And the size cannot be expanded further because Goldsrc's bsp file format uses "short" to represent some of the coordinates.
    Thank you for tip - i have worked with girdhack, too.

    But my patch went worng because my patch was unlimited gird hack :O. I am shy because you are better than me
    I have tried hack of gird . My file girdhack_30720.7z ( Just use 7zip file! )

    I am sorry because i modife your file because i am trying beginner of hacks...

    My file is created by Visual Studio 2008
    Thanks for sharing of your file I will respect with you, my dear vluzacn...
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  12. #12
    Administrator AdamR's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Quote Originally Posted by vluzacn View Post
    I just learnt the news that you got the permission to modify Goldsrc engine. This is really exciting.
    I'm sure the compiler will need some changes if a map is going to be that big. I apologize for not adding enough comments in the code of the compiler, because I though no one will ever modify Goldsrc and the compiler again. So feel free to talk to me if you find anything confusing in the code.
    We announced that back in July I've already been modifying your compilers to suit our current engine build. Getting some weird errors mind when just slapping in our new engine limits. (MOD_LoadBmodel: funny lump size in)

    Also looks like some of the compilers' internal data structures need to be moved to the heap, as array sizes are becoming too big to sit in the stack.
    Adam "Adambean" Reece
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  13. #13
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Please make sure for 64 units inside -/+32768:
    Look at picture!


    Than you can build increased map place
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  14. #14
    The cake is a lie. Mr. Mazur's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    jpiolho managed to make a compiler that allowed me to compile a map that was using a grid of around +/- 128000 if I recall but once we went further than 64000, the geometry would be there but you just get stuck. It was a really fun experiment though.
    yo

  15. #15
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    You're all like magic geni(ous)es! Great work on the compiler tools and fixes, Vluzacn.

  16. #16
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Now i am testing for -/+ 32768 and it works fine. Thanks for link with bsp-error fix by AdamR

    I would like to show about own example room. If you are building largest room example over than 5120 units than you need to put with env_fog because it doesn't look bad - if you see outside of middle like flicked display. Thanks!

    Picture: Valve Hammer Editor with Patch -/+32768 by Vluzacn.
    Top view:


    Camera and front views:


    And my map compiled good and complety. Now it doesn't not happen for errors
    It works fine. Yeah Thanks for support, vluzacn
    Code:
    hlcsg v3.4 VL30 (Nov 23 2012)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (vluzacn@163.com)
    -----  BEGIN  hlcsg -----
    Command line: F:\Tools\VALVEH~1\tools\hlcsg.exe "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -estimate -chart -texdata 32768 -nowadtextures 
    Arguments: "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -estimate -chart -texdata 32768 -nowadtextures -low -wadautodetect 
    Entering f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768.map
    Warning: Entity 1 (classname "info_player_start"): origin outside +/-4096: (32512,0,48)
    Warning: Entity 148 (classname "env_fog"): origin outside +/-4096: (32384,0,104)
    
    Current hlcsg Settings
    Name                 |  Setting  |  Default
    ---------------------|-----------|-------------------------
    threads               [       4 ] [  Varies ]
    verbose               [     off ] [     off ]
    log                   [      on ] [      on ]
    reset logfile         [      on ] [      on ]
    developer             [       0 ] [       0 ]
    chart                 [      on ] [     off ]
    estimate              [      on ] [     off ]
    max texture memory    [ 33554432 ] [ 33554432 ]
    max lighting memory   [ 33554432 ] [ 33554432 ]
    priority              [     Low ] [  Normal ]
    
    noclip                [     off ] [     off ]
    null texture stripping[      on ] [      on ]
    clipnode economy mode [     off ] [     off ]
    clip hull type        [  simple ] [  simple ]
    onlyents              [     off ] [     off ]
    wadtextures           [     off ] [      on ]
    skyclip               [      on ] [      on ]
    hullfile              [    None ] [    None ]
    wadcfg by file        [    None ] [    None ]
    wadcfg by name        [    None ] [    None ]
    nullfile              [    None ] [    None ]
    nullify trigger       [      on ] [      on ]
    min surface area      [   0.000 ] [   0.000 ]
    brush union threshold [   0.000 ] [   0.000 ]
    map scaling           [    None ] [    None ]
    light name optimize   [      on ] [      on ]
    UTF8 game_text        [      on ] [      on ]
    
    Using mapfile wad configuration
    Wadfiles not in use by the map will be excluded
    Wadinclude list :
    [zhlt.wad]
    
    CreateBrush:
     (0.00 seconds)
    CSGBrush:
     (0.01 seconds)
    
    Including Wadfile: \tools\valve hammer editor\wad_dev\jp_dev_plus.wad
     - Contains 2 used textures, 100.00 percent of map (230 textures in wad)
    
    Wad files required to run the map: (None)
    
    Texture usage is at 0.04 mb (of 32.00 mb MAX)
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              0/512            0/32768    ( 0.0%)
    planes             92/32768       1840/655360   ( 0.3%)
    vertexes            0/65535          0/786420   ( 0.0%)
    nodes               0/32767          0/786408   ( 0.0%)
    texinfos            6/32767        240/1310680  ( 0.0%)
    faces               0/65535          0/1310700  ( 0.0%)
    * worldfaces        0/32768          0/0        ( 0.0%)
    clipnodes           0/32767          0/262136   ( 0.0%)
    leaves              0/32760          0/917280   ( 0.0%)
    * visleafs          0/8192           0/0        ( 0.0%)
    marksurfaces        0/65535          0/131070   ( 0.0%)
    surfedges           0/512000         0/2048000  ( 0.0%)
    edges               0/256000         0/1024000  ( 0.0%)
    texdata          [variable]      45156/33554432  ( 0.1%)
    lightdata        [variable]          0/33554432  ( 0.0%)
    visdata          [variable]          0/8388608  ( 0.0%)
    entdata          [variable]      13641/2097152  ( 0.7%)
    * AllocBlock        0/64             0/0        ( 0.0%)
    2 textures referenced
    === Total BSP file data space used: 60877 bytes ===
    Wad files required to run the map: (None)
    0.09 seconds elapsed
    
    -----   END   hlcsg -----
    
    
    
    hlbsp v3.4 VL31 (Oct  9 2013)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (vluzacn@163.com)
    -----  BEGIN  hlbsp -----
    Command line: F:\Tools\VALVEH~1\tools\hlbsp.exe "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -estimate -chart -texdata 32768 -maxnodesize 
    Arguments: "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -estimate -chart -texdata 32768 -maxnodesize -low 
    
    Current hlbsp Settings
    Name               |  Setting  |  Default
    -------------------|-----------|-------------------------
    threads             [       4 ] [  Varies ]
    verbose             [     off ] [     off ]
    log                 [      on ] [      on ]
    developer           [       0 ] [       0 ]
    chart               [      on ] [     off ]
    estimate            [      on ] [     off ]
    max texture memory  [ 33554432 ] [ 33554432 ]
    priority            [  Normal ] [  Normal ]
    
    noclip              [     off ] [     off ]
    nofill              [     off ] [     off ]
    noinsidefill        [     off ] [     off ]
    noopt               [     off ] [     off ]
    no clipnode merging [     off ] [     off ]
    null tex. stripping [      on ] [      on ]
    notjunc             [     off ] [     off ]
    nobrink             [     off ] [     off ]
    subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
    max node size       [      64 ] [    1024 ] (Min 64) (Max 65536)
    remove hull 2       [     off ] [     off ]
    
    
    SolidBSP [hull 0] 25 (0.03 seconds)
    BSP generation successful, writing portal file 'f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768.prt'
    SolidBSP [hull 1] 37 (0.00 seconds)
    SolidBSP [hull 2] 37 (0.00 seconds)
    SolidBSP [hull 3] 37 (0.00 seconds)
    Reduced 18 clipnodes to 18
    Reduced 6 texinfos to 3
    Reduced 2 texdatas to 2 (45156 bytes to 45156)
    Reduced 92 planes to 20
    FixBrinks:
    Increased 18 clipnodes to 18.
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              1/512           64/32768    ( 0.2%)
    planes             20/32768        400/655360   ( 0.1%)
    vertexes         1762/65535      21144/786420   ( 2.7%)
    nodes               6/32767        144/786408   ( 0.0%)
    texinfos            3/32767        120/1310680  ( 0.0%)
    faces            1756/65535      35120/1310700  ( 2.7%)
    * worldfaces     1756/32768          0/0        ( 5.4%)
    clipnodes          18/32767        144/262136   ( 0.1%)
    leaves              2/32760         56/917280   ( 0.0%)
    * worldleaves       1/8192           0/0        ( 0.0%)
    marksurfaces     1756/65535       3512/131070   ( 2.7%)
    surfedges        7032/512000     28128/2048000  ( 1.4%)
    edges            3517/256000     14068/1024000  ( 1.4%)
    texdata          [variable]      45156/33554432 ( 0.1%)
    lightdata        [variable]          0/33554432 ( 0.0%)
    visdata          [variable]          0/8388608  ( 0.0%)
    entdata          [variable]      13641/2097152  ( 0.7%)
    * AllocBlock       16/64             0/0        (25.0%)
    2 textures referenced
    === Total BSP file data space used: 161697 bytes ===
    Wad files required to run the map: (None)
    0.11 seconds elapsed
    
    -----   END   hlbsp -----
    
    
    
    hlvis v3.4 VL30 (Nov 23 2012)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (vluzacn@163.com)
    -----  BEGIN  hlvis -----
    Command line: F:\Tools\VALVEH~1\tools\hlvis.exe "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -estimate -chart -texdata 32768 -fast 
    Arguments: "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -estimate -chart -texdata 32768 -fast -low 
       1 portalleafs
       0 numportals
    
    -= Current hlvis Settings =-
    Name               |  Setting  |  Default
    -------------------|-----------|-------------------------
    threads             [       4 ] [  Varies ]
    verbose             [     off ] [     off ]
    log                 [      on ] [      on ]
    developer           [       0 ] [       0 ]
    chart               [      on ] [     off ]
    estimate            [      on ] [     off ]
    max texture memory  [ 33554432 ] [ 33554432 ]
    max vis distance    [       0 ] [       0 ]
    priority            [     Low ] [  Normal ]
    
    fast vis            [      on ] [     off ]
    full vis            [     off ] [     off ]
    
    
    BasePortalVis:
     (0.00 seconds)
    average leafs visible: 1
    g_visdatasize:1  compressed from 1
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              1/512           64/32768    ( 0.2%)
    planes             20/32768        400/655360   ( 0.1%)
    vertexes         1762/65535      21144/786420   ( 2.7%)
    nodes               6/32767        144/786408   ( 0.0%)
    texinfos            3/32767        120/1310680  ( 0.0%)
    faces            1756/65535      35120/1310700  ( 2.7%)
    * worldfaces     1756/32768          0/0        ( 5.4%)
    clipnodes          18/32767        144/262136   ( 0.1%)
    leaves              2/32760         56/917280   ( 0.0%)
    * visleafs          1/8192           0/0        ( 0.0%)
    marksurfaces     1756/65535       3512/131070   ( 2.7%)
    surfedges        7032/512000     28128/2048000  ( 1.4%)
    edges            3517/256000     14068/1024000  ( 1.4%)
    texdata          [variable]      45156/33554432  ( 0.1%)
    lightdata        [variable]          0/33554432  ( 0.0%)
    visdata          [variable]          1/8388608  ( 0.0%)
    entdata          [variable]      13641/2097152  ( 0.7%)
    * AllocBlock       16/64             0/0        (25.0%)
    2 textures referenced
    === Total BSP file data space used: 161698 bytes ===
    Wad files required to run the map: (None)
    0.04 seconds elapsed
    
    -----   END   hlvis -----
    
    
    
    hlrad v3.4 VL30 (Nov 23 2012)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (vluzacn@163.com)
    -----  BEGIN  hlrad -----
    Command line: F:\Tools\VALVEH~1\tools\hlrad.exe "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -noskyfix -estimate -chart -texdata 32768 -extra -bounce 3 -smooth 80 -texreflectscale 0.55 
    Arguments: "f:\games\valve software\steampowered\steamapps\common\half-life\spirit\maps\test_fog_32768" -noskyfix -estimate -chart -texdata 32768 -extra -bounce 3 -smooth 80 -texreflectscale 0.55 -low 
    
    -= Current hlrad Settings =-
    Name                | Setting             | Default
    --------------------|---------------------|-------------------------
    threads              [                 4 ] [            Varies ]
    verbose              [               off ] [               off ]
    log                  [                on ] [                on ]
    developer            [                 0 ] [                 0 ]
    chart                [                on ] [               off ]
    estimate             [                on ] [               off ]
    max texture memory   [          33554432 ] [          33554432 ]
    max lighting memory  [          33554432 ] [          33554432 ]
    priority             [               Low ] [            Normal ]
    
    fast rad             [               off ] [               off ]
    vismatrix algorithm  [            Sparse ] [            Sparse ]
    oversampling (-extra)[                on ] [               off ]
    bounces              [                 3 ] [                 8 ]
    ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
    circus mode          [               off ] [               off ]
    
    smoothing threshold  [            80.000 ] [            50.000 ]
    smoothing threshold 2[         no change ] [         no change ]
    direct threshold     [            10.000 ] [            10.000 ]
    direct light scale   [             1.000 ] [             1.000 ]
    coring threshold     [             0.001 ] [             0.001 ]
    patch interpolation  [                on ] [                on ]
    
    texscale             [                on ] [                on ]
    patch subdividing    [                on ] [                on ]
    chop value           [            64.000 ] [            64.000 ]
    texchop value        [            32.000 ] [            32.000 ]
    
    global fade          [             1.000 ] [             1.000 ]
    global light scale   [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
    global gamma         [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
    global light scale   [             2.000 ] [             2.000 ]
    global sky diffusion [             1.000 ] [             1.000 ]
    
    spread angles        [                on ] [                on ]
    opaque entities      [                on ] [                on ]
    sky lighting fix     [               off ] [                on ]
    incremental          [               off ] [               off ]
    dump                 [               off ] [               off ]
    
    colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
    monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
    
    custom shadows with bounce light
                         [               off ] [               off ]
    rgb transfers        [               off ] [               off ]
    minimum final light  [                 0 ] [                 0 ]
    size of transfer     [         1 (16bit) ] [         1 (16bit) ]
    size of rgbtransfer  [         2 (32bit) ] [         2 (32bit) ]
    soft sky             [                on ] [                on ]
    translucent depth    [             2.000 ] [             2.000 ]
    block opaque         [                on ] [                on ]
    ignore textures      [               off ] [               off ]
    reflectivity gamma   [             1.760 ] [             1.760 ]
    reflectivity scale   [             0.550 ] [             0.700 ]
    blur size            [             1.000 ] [             1.000 ]
    no emitter range     [               off ] [               off ]
    
    
    Load Textures:
    2 textures referenced
    Reading texlights from 'F:\Tools\VALVEH~1\tools\lights.rad'
    0 opaque models
    0 opaque faces
    1756 faces
    Create Patches : 16344 base patches
    348615 square feet [50200576.00 square inches]
    146 direct lights and 0 fast direct lights
    1 light styles
    
    BuildFacelights:
     (16.68 seconds)
    BuildVisLeafs:
     (50.85 seconds)
    visibility matrix   :  63.8 megs
    MakeScales:
     (21.65 seconds)
    Transfer Lists :   188271888 :  188.27M transfers
           Indices :      261544 :  255.41k bytes
              Data :   376592808 :  359.15M bytes
    Bounce 1 GatherLight:
     (4.53 seconds)
    Bounce 2 GatherLight:
     (4.53 seconds)
    Bounce 3 GatherLight:
     (4.52 seconds)
    FinalLightFace:
     (0.91 seconds)
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              1/512           64/32768    ( 0.2%)
    planes             20/32768        400/655360   ( 0.1%)
    vertexes         1762/65535      21144/786420   ( 2.7%)
    nodes               6/32767        144/786408   ( 0.0%)
    texinfos            3/32767        120/1310680  ( 0.0%)
    faces            1756/65535      35120/1310700  ( 2.7%)
    * worldfaces     1756/32768          0/0        ( 5.4%)
    clipnodes          18/32767        144/262136   ( 0.1%)
    leaves              2/32760         56/917280   ( 0.0%)
    * visleafs          1/8192           0/0        ( 0.0%)
    marksurfaces     1756/65535       3512/131070   ( 2.7%)
    surfedges        7032/512000     28128/2048000  ( 1.4%)
    edges            3517/256000     14068/1024000  ( 1.4%)
    texdata          [variable]      45156/33554432  ( 0.1%)
    lightdata        [variable]     709236/33554432  ( 2.1%)
    visdata          [variable]          1/8388608  ( 0.0%)
    entdata          [variable]      13641/2097152  ( 0.7%)
    * AllocBlock       16/64             0/0        (25.0%)
    2 textures referenced
    === Total BSP file data space used: 870934 bytes ===
    Wad files required to run the map: (None)
    104.91 seconds elapsed [1m 44s]
    
    -----   END   hlrad -----
    Yay it works yet...

    Ow, that is very biiiiig
    In-Game i tested better


    Nice it works fine.

    If you want try my example map than i give you same download from Attachments by Sven-Coop-Forum
    Requerid wad files: Develop by JPolito.. Thanks!

    // Edit:
    And add delta hack for Half-Life max distance of increased limit:
    delta_modifed.7z

    Unpack it and move to example your mod or svencoop\delta.lst, cstrike\delta.lst, valve\delta.lst and your custom mod: custommod\delta.lst. Thanks!

    Have fun for biggest mapping And you would like to make your dream
    Last edited by SourceSkyBoxer; 12-10-2013 at 12:10 PM.
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  17. #17
    The cake is a lie. Mr. Mazur's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    It works yeah, but what you need to understand from your compile log is this:

    * AllocBlock 16/64 0/0 (25.0%)

    You've made a really, really simple corridor and it uses 25% of the AllocBlock count. Duplicate this corridor three times and you'll reach 100% if not more. For default HL this is a limit nobody can do anything about, although I know Sniper is going to increase it at some point in the next SC releases. If you think about it objectively, you'll realise that while you have a bigger grid, you can't do much with it.
    yo

  18. #18
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Quote Originally Posted by Mr. Mazur View Post
    It works yeah, but what you need to understand from your compile log is this:

    * AllocBlock 16/64 0/0 (25.0%)

    You've made a really, really simple corridor and it uses 25% of the AllocBlock count. Duplicate this corridor three times and you'll reach 100% if not more. For default HL this is a limit nobody can do anything about, although I know Sniper is going to increase it at some point in the next SC releases. If you think about it objectively, you'll realise that while you have a bigger grid, you can't do much with it.
    Ah!!!

    If my map has too many brushs than i need get only model-usable things like Cry of Fear. But Cry of Fear is original Half-Life Engine has not problem with AllocBlock ( ca. 98 % ). Is it possible with hint and skip textures? Okay i will try.

    // EDIT: Sorry i have seen worng. :/ You are right Pff......
    Last edited by SourceSkyBoxer; 12-10-2013 at 02:06 PM.
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  19. #19
    The cake is a lie. Mr. Mazur's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    AllocBlock is related to the lightmaps and thus the textures scale. Though you're correct, it's therefore related to the amount of brushes as well. Cry of Fear doesn't have that problem because indeed they use a lot of models, but also because they don't have large maps.
    yo

  20. #20
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Thank you for tip. i will try with few lights and textlights in my map and a lot of models for env_model or item_genetric Is it possible for few procents of AllowBlock? You are right. I want try again
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  21. #21
    Banned Solokiller's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    If the texture scale and lightmap scale were to be separated like in Source, that should be easy to solve by increasing lightmap scale. I don't know what the plans on that are though.

  22. #22
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Yeah i found because i don't need more textures ( *.wad files ) I must put few wad files right. Than it works fine. I don't use with wave files I hope it because it works fine.

    @Solokiller, nope! Source-Engine is very smaller than Goldsource-Engine

    Source-Engine -/+16384,
    Half-Life- and Xash-Engine -/+32768
    Unreal-Engine -/+24800
    Cry-Engine -/+3072000
    Quake-Engine ( see by Sniper )
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  23. #23
    The cake is a lie. Mr. Mazur's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    To expand on this, you are right and wrong. Source can be as large as Goldsource but it cannot because the physics engine used by Valve in Source will spazz out at some point, probably because when it was initially made it wasn't supposed to work on 64bits systems and is likely another victim of the 32bits limit.

    By the way, the amount of different textures and lights you use in the map doesn't matter, because it is the scale of the texture on the specific face that defines how much space it's going to take in the lightmap texture. I assume 64 Allocblocks means HL can handle 64 lightmap texture for a single map but I haven't really digged that far.
    yo

  24. #24
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    Quote Originally Posted by Mr. Mazur View Post
    To expand on this, you are right and wrong. Source can be as large as Goldsource but it cannot because the physics engine used by Valve in Source will spazz out at some point, probably because when it was initially made it wasn't supposed to work on 64bits systems and is likely another victim of the 32bits limit.

    By the way, the amount of different textures and lights you use in the map doesn't matter, because it is the scale of the texture on the specific face that defines how much space it's going to take in the lightmap texture. I assume 64 Allocblocks means HL can handle 64 lightmap texture for a single map but I haven't really digged that far.
    Wait i have tried with Source-Engine becasue it got error Map with no plames....

    If i am using outside of -/+16384 from Source-Engine. It will never work Thanks for support.
    We need to stay same patch for future next release for Sven-Coop and Xash
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  25. #25
    Administrator AdamR's Avatar  
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    Re: Incress max distance limit was free because it is not -/+16384 - just -/+30720

    It really depends on the data structures being used. If the coordinates of anything are 16-bit signed floats (which is common on 32-bit applications) then the boundaries will be -32768 to +32767 (not +32768). These structures are tied in to the BSP rendering, physics classes, and network classes -- it only takes one of these to have a smaller data structure than the other to give you a limit before odd side-effects happen.

    Because of this if you're mapping for Sven Co-op I'd advise you to wait until 5.0 comes out on its' custom engine before you release maps beyond ±4096. We will then officially support maps spanning upto ±131072.
    Adam "Adambean" Reece
    Sven Co-op team

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