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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword
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Author Topic: MAX_ORIGINAL_EDGES
Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Monday, Dec. 21, 2009 06:48 am
Hello guys.

I've been mapping for a few months now, I know some of the basics, but not all of course.

I have the following error on compile:
MAX_ORIGINAL_EDGES

It seems it's a new error according to the GTK Dev community.
I've searched online for threads on this problem; I know that I have too many brushes, I know that too many edges are touching each other; I know that I should make detail brushes, but honestly..

..I'm clueless. I don't know how to fix my map.
This is why I come here asking you guys what exactly I must do in order for my map to be fixed.

Useful information concerning my map:

- My map is a remake of the Colosseum in Italy (I went there and took pictures with my 10 MP Sony digicam and saved them with lower res/size in Photoshop, then I cut the little bits to divide them into subparts)

- First I made 1 basic structure consisting of 1 arc + pillars + decoration around it, then I gave it a 'func_group'.
Structure here:


After this, I started copying this 'grouped entity' (I think by using the spacebar) and turning it 5 degrees each time so that in the end I would get the 360° Colosseum.

- After this, once I got the whole 360 glued together structure, I made it a giant entity by using func_group. I then duplicated this giant entity.

- The edges are all touching each other, as you see here:
(maybe this is part of the problem?)



Compilation method: (Q3map2) (single) -BSP -meta
Compilation output:
http://www.humyo.com/F/9293215-2334363128

It works fine when I just keep it to the lower level of the Colosseum, but once I duplicate this giant entity and make a second story/level on top of it, it gives me this MAX_ORIGINAL_EDGES error.
I tried making a lot of things detail brushes, but alas.. didn't work..

I'm clueless guys.
You can download my map here:
http://www.humyo.com/F/9293215-2334366474

Images required for my map:
http://www.humyo.com/F/9293215-2334506838

A thousand thanks to the people who have the patience to figure out what is wrong with my map.

Sincerely,
Treval
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Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Tuesday, Dec. 22, 2009 03:35 am
lol, guess I can't expect any replies during the holidays..
Incredible, 34 views, 0 replies. Wow. =/ Nice.

edited on Dec. 23, 2009 06:19 am by Treval
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Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Wednesday, Dec. 23, 2009 02:21 pm
No one cares..
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L4chy
General Member
Since: Sep 7, 2009
Posts: 59
Last: Oct 25, 2012
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Level 3
Im a fan of MODSonair
Category: SoFII Mapping
Posted: Wednesday, Dec. 23, 2009 06:30 pm
I have no idea about what it could be, but, you could try having the original as a prefab instead of a func_group. then just import the prefab and rotate it to the desired angle. you may have a problem using a func_group inside a func_group.
Also it looks like you have alot of overlap between the pillars that's not good, try to clean up the original arch so that when u rotate the next arch u bring in they are flush together instead of overlapping.
L4chy
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Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Thursday, Feb. 11, 2010 09:37 am
How do I make a prefab?
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