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Mapping » Miscellaneous

Understanding and Solving Mapping Errors

Exceeding Limits (Page 5 of 5) by satchmo · 74,200 views · comments(1)
MAP_MAX_MODELS
Maximum = 1024 models
You have too many brush-based entities (doors, func_breakable, trains, that sorta stuff. func_detail is the only entity not counted. Use models instead, or reduce the amount of these entities.

MAX_MAP_BRUSHES
Maximum = 8192 brushes
primitives or brushes, e.g. boxes, cylinders, spikes. Triggers and nodraw-brushes are also counted! Be sure to check your level and see where you can remove or merge brushes. Some things (esp. small things) may be better to be replaced by props

MAX_MAP_ENTITIES
Maximum = 4096
The number of all entities in your map (excluding func_details, prop_details, and prop_statics) should never reach this number.

MAX_MAP_ENTSTRING
Maximum = (256*1024)
A string is a variable that contains a line of text, e.g. targetnames, model locations, output data etc. Basically all settings of all entities combined. You seem to have too much of them. Try removing names of entities you dont trigger, simplifying entity in/output etc. Its the AMOUNT of them that matters here, NOT the LENGHT.

MAX_MAP_TEXINFO
Maximum = 12288
The scaling, orientation, alignment and lightmap size of a given texture. Miltiple faces can use the same texinfo, as long as their info is the same. Reduce it by having more instances with the same value, reduce textures and reducing env_cubemaps if you have a lot of reflective textures.

MAX_MAP_TEXDATA
Maximum = 2048
Texture data? I don't know what kind exactly, try reducing the amount of used textures

MAX_MAP_DISPINFO
Maximum = 2048
Total amount of displacements in your map. Allthough this number is astronomical high, a lot op people get faces with this error. Perhaps larger displacements, or those with a higher power count as more than one? Offcourse reduce this by reducing displacements, or merging some

MAX_MAP_AREAS
Maximum = 256
An area is a part of your map sealed from the rest of the map by world brushes and areaportals. The fix is obvious

MAX_MAP_AREAPORTALS
Maximum = 1024
The total amount of func_areaportals and func_areaportalwindows. You really shouldn't have this many areaportals, there are other ways to optimize your map.

MAX_MAP_PLANES
Maximum = 65536
A plane is a side of a brush (not technically, but see it as such). Therefore, fix this error by reducing the amount of brush-sides.

MAX_MAP_NODES
Maximum = 65536
A node (aka clipnode in hl1) is a volume which denotes if it is passable by the player or not. reduce their number by simplyfying the nodes using clip brushes to clip away complicated area's.

MAX_MAP_BRUSHSIDES
Maximum = 65536
The total amound of all sides of all brushes in your map. Delete, or simplify brushes (maybe replace some of them by models?)

MAX_MAP_LEAFS
Maximum = 65536
visleafs, volumes used to calculate your maps visibility. Reduce this by tying world brushes to entities (see here)

MAX_MAP_VERTS
Maximum = 65536
Vertices, corner points for faces and brushes. Delete, or simplify brushes (maybe replace some of them by models?)

MAX_MAP_VERTNORMALS
Maximum = 256000
number used to denote the direction of a vertice. Delete, or simplify brushes (maybe replace some of them by models?)

MAX_MAP_VERTNORMALINDICES
Maximum = 256000
number used to store the location of a vertnormal. Delete, or simplify brushes (maybe replace some of them by models?)

MAX_MAP_FACES
Maximum = 65536
A face is a side of a brush, after BSP has cut them up (brushes that touch each other will cut the other brush into bits). Fix this error by reducing the amount of brush-sides, or make sure complicated brushes dont touch each other.

MAX_MAP_LEAFFACES
Maximum = 65536
The sides all leafs are made of. Reduce this by tying world brushes to entities (see here)

MAX_MAP_LEAFBRUSHES
Maximum = 65536
Brushes that surround (border) visleafs. Reduce this by tying world brushes to entities (see here)

MAX_MAP_PORTALS
Maximum = 65536
A portal is a doorway between two visleafs. Reduce this by tying world brushes to entities (see here)

MAX_MAP_CLUSTERS
Maximum = 65536
A visleaf passable by the player. Reduce this by tying world brushes to entities (see here)

MAX_MAP_LEAFWATERDATA
Maximum = 32768
Data used for water-visiblility?

MAX_MAP_PORTALVERTS
Maximum = 128000
Number of cornerpoints allowed for all portals (a portal is a doorway between two visleafs). Reduce this number by reducing portals, which can be done by tieing detail brushes to func_detail (see here )

MAX_MAP_EDGES
Maximum = 256000
Edges of faces shared between adjacent faces. Fix this error by reducing the amount of brush-sides, or make sure complicated brushes dont touch each other.

MAX_MAP_SURFEDGES
Maximum = 512000
Surfedges indicate which direction the edges are used for a face. You may want to reduce faces by reducing the amount of brush-sides, or make sure complicated brushes dont touch each other.

MAX_MAP_LIGHTING
Maximum = 0x1000000 (16^6)
Max lighting data? May be the result of an error, or you have a lot of switchable lights.

MAX_MAP_VISIBILITY
Maximum = 0x1000000 (16^6)
Max visibility data. Reduce visleafs by tying world brushes to entities (see here)

MAX_MAP_TEXTURES
Maximum = 1024
Amount of different textures allowed per map. To fix, reduce the amount of different textures used in your map.

MAX_MAP_WORLDLIGHTS
Maximum = 8192
All light-entities (dynamic lights excluded) combined. Remove a few.

MAX_MAP_CUBEMAPSAMPLES
Maximum = 1024
Amount of images all cubemaps are allowed to make (6 for each). Reduce the amound of cubemaps.

MAX_MAP_OVERLAYS
Maximum = 512
info_overlays offcourse, you can't have more than 512 of them. try decals.

MAX_MAP_TEXDATA_STRING_DATA
Maximum = 256000
Some sort of info used by textures? May be the combined size of all vmt's used in your map? Try reducing textures.

MAX_MAP_TEXDATA_STRING_TABLE
Maximum = 65536
A table used for holding some texture-info is too full. Perhaps your vmt's combined are too big? Try reducing textures.


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Bandwidth by Level (3) and N-Layer Communications Thursday, 17-Apr 18:41:42 · feedback
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