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Old 22nd Jun 2012, 11:33 AM   #1
Edy94
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MAX_NODES error

So i rebuild the entire map, i get this error .
I add some complex brushes into an unchecked group, i rebuild, no error.
I add more complex brushes into the group, i get the same error.

?
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Old 22nd Jun 2012, 11:35 AM   #2
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UE1 Maps can only have a maximum of 65536 nodes. So your map most likely got too big (roughly said).
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Old 22nd Jun 2012, 11:43 AM   #3
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Nod count includes brushes from groups?

Build stats
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Old 22nd Jun 2012, 11:44 AM   #4
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 Quote:
I add more complex brushes into the group
Grouping does not affect the nodecount actually. It's the overall geometry/polycount that leads to a higher nodecount in the end.
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Old 22nd Jun 2012, 11:50 AM   #5
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Ill try delete the trash brushes this time.
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Old 22nd Jun 2012, 11:52 AM   #6
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Could work actually. Just better finish off the map soon as you will sooner or later hit the limit again.
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Old 22nd Jun 2012, 11:57 AM   #7
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Rebuilded with like 500 deleted brushes. Still crash :/
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Old 22nd Jun 2012, 12:36 PM   #8
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Tis the Judgment of Chief, and it is deadly, yet fear it not, thou followers of Mord, good Mappers all. For the Judgment of Mord will eliminate they who do not believe, they who would stop us, they who are the enemies of progress and enlightenment.

But thou Hast fallen into the path of chiefisum, Thou shall be forever in darkness! Give thanks to lord Mord and his gift of the grid, as he watches over us to smite thine goblin enemies! Unto thou has embraced the lord Mord, Thou shalt be forever in darkness and alone with thine titans and errors. Never shalt thou be alone, whilst the Eyes of Mord are with thee!

— Quotations taken from The New Scripture of the Master Mapper









sorry to the 99.9% of the forum members who wont understand, altho some could prob guess
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Old 22nd Jun 2012, 12:41 PM   #9
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 Originally Posted by Trapmaster: ( link to post ) 
UE1 Maps can only have a maximum of 65536 nodes. So your map most likely got too big (roughly said).
what trap said there always best to have multiply saves as you go along so you have different saves to fall back on. once you hit that limit you start to get a few crashes regardless of you deleting the brushes, i had same problem long time ago, not much i could suggest other then what you allready tried, delete your last section of complex brushes. but bare what trap said in mind

 Originally Posted by Trapmaster: ( link to post ) 
Could work actually. Just better finish off the map soon as you will sooner or later hit the limit again.
if you get it working again, you need to finish it soon as you will jsut keep getting that error, theres a limit as to what you can build and you just hit it.
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Old 22nd Jun 2012, 12:43 PM   #10
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How bad is the grid on 1 unit? Cause i've kinda used it all the time xD
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Old 22nd Jun 2012, 12:46 PM   #11
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 Originally Posted by Edy94: ( link to post ) 
How bad is the grid on 1 unit? Cause i've kinda used it all the time xD
my point exactly, thou is't a chief follower, thou shalt forever be in darkness unto thou has embraced the lord mord always use a high a grid setting as possible. most my buildings are never below 64 grid size, somtimes its 32, never EVER lower then that unless its decoration or i just cannot help it.
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Old 22nd Jun 2012, 12:48 PM   #12
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boo to you, insiders :p
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Old 22nd Jun 2012, 12:54 PM   #13
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I think i've hit the limit like 2 months ago..

Anyway, heres a room of the map
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Old 22nd Jun 2012, 12:57 PM   #14
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maybe theres a chance to port it to U2/U3 engine, and adopt it to any mod project out there? Would be a shame, to cut it in half, cause of outdated U1 engine.
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Old 22nd Jun 2012, 01:02 PM   #15
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Not rly half. Some of the decorations are just too complex and fill the node count too fast. I might just delete some or replace with simpler ones.
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Old 22nd Jun 2012, 01:46 PM   #16
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 Originally Posted by Edy94: ( link to post ) 
Not rly half. Some of the decorations are just too complex and fill the node count too fast. I might just delete some or replace with simpler ones.
download meshmaker and convert some of the complex brushes to meshes. tbh i do hate meshes especialy in Thievery, they dont look as good with lighting and dont create nice shadows to hide in, but needs must, the grid would help ya but i guess its to late now to save your soul
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Old 22nd Jun 2012, 06:49 PM   #17
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Semi-solids, use them.
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Old 22nd Jun 2012, 06:54 PM   #18
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 Originally Posted by immortius: ( link to post ) 
Semi-solids, use them.
he has used quite a few by the looks of it, follow link for screenshot of grid

 Originally Posted by Edy94: ( link to post ) 
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Old 22nd Jun 2012, 09:01 PM   #19
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 Originally Posted by Keggie: ( link to post ) 
what trap said there always best to have multiply saves as you go along so you have different saves to fall back on...
As far as multiple saves go, you might consider setting up an SVN server on your computer (or look at a free SVN hosting site) and upload changes to it. It will keep track of the changes you made to your map and let you restore it to a previous version without having a directory full of map copies. If your latest map has a problem, just restore an old copy.
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Old 23rd Jun 2012, 06:48 AM   #20
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Try to export and import and then rebuild. This may or may not help...

Also try to use mesh based decorations using semisolid invis collision hulls of less complex geometry.

The nodecount is affected not only by number of brushes but also overall geometrical composition and placement of brushes.

using semiloslid brush decos might help to solve the problem but the main problem with semisolids is they do not affect the nodecount in SAME manner solids do.
It is said that semisolid brushes do not affect nodecount at all, but this statement is not true. These brushes affect it, but are used in another way when building map and creating build tree. So the number of semis in the map could not be infinite.

Anyway use SVN of some kind (even manually done sub-versioning). In case problem occurs You can go back to previous version still working...
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Old 23rd Jun 2012, 11:46 AM   #21
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I believe that error can also be caused by having to many nodes in a particular view during the BSP tree build (or something to that effect). There is a limit not only to the overall number of nodes on a map, but also a lesser limit to the number of nodes that can be in a view.

As a test, try adding walls around the areas that seem to be causing troubles to reduce node count in views.

Zoning may help with this as well.
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Old 23rd Jun 2012, 01:24 PM   #22
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zoning and replacing complex brushes with simple ones or meshes is your best chance imo
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Old 25th Jun 2012, 04:06 PM   #23
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What's the limit for zones?
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Old 25th Jun 2012, 04:12 PM   #24
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If you have more than 63/64, they will get merged.
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Old 25th Jun 2012, 11:38 PM   #25
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I made a quick test and discovered that movers don't count into BSP tree
Maybe try convert some complex brushes to movers? lolo
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Old 26th Jun 2012, 08:01 AM   #26
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not even chief suffers from that much chiefisum! but yes could prob work lol, very wrong way of doing somthing but i guess if it works
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Old 26th Jun 2012, 08:10 AM   #27
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Worked fine until some of the old movers became invisible
Needs more testing :p
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Old 26th Jun 2012, 08:17 AM   #28
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yeah i had a problem with invisible movers, i had about 50 in the 1 map, after each rebuild different ones became invisible, i only ever had about 10 of them visible at any one time. never found out why or any information on same thing happening to someone else. not sure if theres a limit or not or if it was simply how i built them at the time..
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Old 26th Jun 2012, 11:22 PM   #29
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My little map also had problems with invisible movers (multiplayer only- single player was fine). In my case, I think it had something to do with items they where in contact with.

Side note about compiling/building/BSP tree generation or whatever it is called:
Each time a map is re-built, remants of the previous build remain, increasing the chance for UED gremlins to appear, increasing the size of the map etc.

The best way around that is to minmize the number times the map is built. Preferably- only build once.

To do this is actually easy:
  1. Have a master map that never has a BSP tree generated.
  2. When you want to test, save that map as another filename.
  3. Build and test that new file.
  4. When you want to make changes, go back to the master map.
Considering what I did with mine (i.e. break almost every rule there is), it seemed to help in that my BSP holes where limited and easily concealed.

Another trick to clean a BSP tree from the old UED wiki:
Export and re-import the map.

Word of warning:
Your existing textures will not appear until your first re-build. Unfortunately, any texture alignment will be lost.

The export/re-import trick might be worth trying on a disposable copy of the map above. Improvements on mine (which had many build cycles at the time):
  1. File size was significantly less (one-half to one-third I think).
  2. Fewer BSP holes.
  3. Map seemed to play better from a performance aspect.
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Old 4th Jul 2012, 02:45 AM   #30
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New error - MAX_POINTS
Linky
I wonder whats next. max dots?
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