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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: MAX_TW_VERTS (12) exceeded
FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 1, 2005 09:16 am
na, the error your thinking of tman is max points on winding i think...
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synchromesh~rb
General Member
Since: Dec 23, 2006
Posts: 304
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Friday, Jun. 3, 2005 08:58 am
Make a worldspawn and add the following lines...
_blocksize 16384 16384 16384

This is the official answer from the authors....It does work but sometimes you need to open the worldspawn and highlight _blocksize 16384 16384 16384 and hit enter again !!

Then restart gtk ...load the map...and then vis.
Its a pain to start with but after a while you get used to it. ideally if you have done a long session in gtk then do the above before you exit gtk....restart and it should vis flawlessly
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WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
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Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Jun. 4, 2005 04:46 am
ahh.. didn't try the restart, but I'd tried the above hint,.. gotta remember to restart it..
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WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
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Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jun. 6, 2005 07:03 pm
I found (just a while ago actually) that one of the major problems I had was that I was trying to stretch them to fill a gap made by one of my surfacegenerated dips.. and theat it stretching down quite so far was making it have too many complex collisions.. I just decided not to have a great big tree there :) ... They're all enormous  trees that stretch to the ceiling of the sky, and I know from past experience that making them detail will cut a chunk out of them. (see the original Surefall map for more details)

well anyway, I'm posting a new post for my next new problem! :)
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