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Topic: MAX_MAP_DRAW_VERTS |
RAMIDUS |
General Member Since: Aug 24, 2006 Posts: 91 Last: Nov 17, 2011 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Monday, Aug. 23, 2010 12:22 am |
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Hi, I'm working on a Soviet-style factory. It has been going well for few months, I managed to solve all the problems on the way, but now I got a MAX_MAP_DRAW_VERTS (524288) exceeded for layered geometry error. Of course, I googled for solutions, but none of the hints helped me. This is my map info:
I dont have too much patches nor meshes, only brushes count about 20 thousand. When I came across to this error last time, 3 months ago, I realized it's time for making portals to my map, now my cells look like this:
here the structural brushes + portals
and here with the portals set to invisible:
This is how my map look right now in radiant,
I put some pictures of the map compiled successfuly last time:
(as you can see, the lime store (the white concrete structure) and some other stuff is missing in actual bsp file, compared to the map file)
do you see or know something I don't? I would send you a .map file, too, I just need to find out why I can't continue working.
thx for help
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eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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dundy |
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General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Monday, Aug. 23, 2010 04:50 am |
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20 thousand brushes is alot [don,t get me wrong] for a small part
of map ,you probely wanna ad more ....
If you used the clipper tool alot...try to welt some parts together
With Ctrl + U think that was the keys |
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RAMIDUS |
General Member Since: Aug 24, 2006 Posts: 91 Last: Nov 17, 2011 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Monday, Aug. 23, 2010 09:04 am |
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vT-Ownage writes...Quote: If you want, you can send me the .map and I'll have a look.
Here it is, thank you for anything you find out.
copy the 4-letter code from the picture and click on the green button 'stáhnout FREE' below
dundy writes...Quote: 20 thousand brushes is alot [don,t get me wrong] for a small part
of map ,you probely wanna ad more ....
If you used the clipper tool alot...try to welt some parts together
With Ctrl + U think that was the keys
I use a clipper tool the most for substituting meshes by brushes (I make brush cylinders instead od mesh cylinders to lower the ammount od verts - wheels, pipes, poles etc.
The amount of brushes is the consequence of my need to make details: bolts, spikes, cable ducts and other accessories... without it I consider my map to be incomplete. On the other hand, I don't use decals... or very, very rarely...
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Allan90 |
General Member Since: Apr 23, 2006 Posts: 51 Last: Jan 22, 2011 [view latest posts] |
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eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Monday, Aug. 23, 2010 04:31 pm |
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I had a look before I left for the day, its hard to say what is really causing this, you don't seem to be over the patch limit, nor the portal limit.
One thing I did notice is the frequent use of brushes, this could possibly be causing your problem. My suggestion, for now, is to select some of the brushes and convert them to patches, and see if this helps fix the problem.
Best of luck.
P.S. Map looks fun. |
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RAMIDUS |
General Member Since: Aug 24, 2006 Posts: 91 Last: Nov 17, 2011 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Monday, Aug. 23, 2010 06:21 pm |
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um... I'm worried you're right - I have to lower the amount of stuff...
However, I've spent hours by turning patches into brushes, which are, in my opinion, less demanding than patches or meshes (anyway, I didn't go as far as I would make terrain out of brushes :-P)
So before any of these radical touches to my map, I only tried to delete the conveyor to get the number of brushes as low as 17665 - it didn't compile anyway, but the reason was :
ERROR: portal sees into two cells (aka portal t-junction)
In map D:\Hry\CoDWaW\map_source\factory.map on entity 0 brush 12992 at -10656 1856 13
aborting due to 1 bad portals
I looked the brush up in the map and found out that the compiler was right - there was a portal brush, making a t-junction ito two cells - seems to me the compiler was too busy to notice it before :-D
let's see what it gives, if I clip it on the border, as it should be...
Edit:
so with the conveyor removed and the portal clipped, it compiles...
Could a better portalling solve this? maybe there is too much stuff for one cell somewhere...
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RAMIDUS |
General Member Since: Aug 24, 2006 Posts: 91 Last: Nov 17, 2011 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Monday, Aug. 23, 2010 06:51 pm |
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and now I realized there is a patch, containing 3 layers - maybe this is it.
The belt in the conveyor - cloth and two patches with "iron ore" texture - dense and less dense... It is located in both sections of the conveyor, so here we have few hundreds of useless verts... what do you think?
possibly quite a bite for the compiler... what if I delete them, those are the most sophisticated of the rare terrain patches in my map...
edited on Aug. 23, 2010 02:58 pm by RAMIDUS |
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BlackJack_Jonny |
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General Member Since: Nov 22, 2008 Posts: 237 Last: Dec 3, 2012 [view latest posts] |
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RAMIDUS |
General Member Since: Aug 24, 2006 Posts: 91 Last: Nov 17, 2011 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Monday, Aug. 23, 2010 07:21 pm |
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BlackJack_Jonny writes...Quote: have you tried to make as many "detail" brushes as possible ?
of course I did - there is about 20 structural brushes as parts of portalling - the rest is detail
However, some of the decal brushes (decal on one side and decal_nodraw on the rest) don't turn to detail and rests structural... I invented no way to persuade them to become detail... |
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