Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 13 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: MAX_TW_VERTS (12) exceeded
WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 30, 2005 02:48 pm
ok... I just started trying to map again, remaking Surefall to redo the long awaited Surefall 2.. I'm getting hit with this error and it's driving me NUTS.. It wasn't doing it until a little bit ago..
I've tried entering the _blocksize 8192 but it's not doing anything
I'm using GTK 1.4 btw
Share |
FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 30, 2005 03:00 pm
check for brushes that have alot of faces.
for instance if your trying to make a cylinder from a brush by clipping.

http://www.map-center.com/modules....&t=1618

hope that makes sence to you if not ask...
Share |
Scooter~rb
General Member
Since: Dec 23, 2006
Posts: 751
Last: Dec 23, 2006
[view latest posts]
Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 31, 2005 02:19 am
It's in the errors thread in this forum...
Quote
If you have this error, then you have a cluster of geometry getting sliced up too much in the compile. If you can't figure out where the problem is, then compile your map using Q3map2 with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt) then run your map and look for areas with lots of portals (the portals should appear as colored transparent walls in the game if you used the -dbugportals switch). Once you find the area that looks like it might be causing the problem, see if you can cut down on the geometry there and/or make sure your using detail brushes as well instead of only structural brushes. If you can't figure out where the problem is, then your only option is to run the -light phase in the compile with the -lomem switch (using Q3map2)to disable the trace tree subdivision, but use that as a last resort.
Share |
WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 31, 2005 05:16 pm
where do I find Q3map2 these days? And does it do ladders correctly now? =) last time I tried it it did not...
Share |
FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 31, 2005 05:40 pm
http://www.shaderlab.com/q3map2/
Share |
WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 31, 2005 06:56 pm
strangely enough, it started working in Radiant again.. go figure..  well I now have a nice generated ground for portions and am looking forward to revamping this. Wish me luck!

btw, am looking for a AAS maker (why are you laughing?)  :;):

do I want to use Q3maptoolz or what?
Share |
FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 31, 2005 07:25 pm
Quote (WWAZman2001 @ May 31 2005, 1:56 pm)
do I want to use Q3maptoolz or what?

you want to use UBER Radiant  :cool:
Share |
WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 31, 2005 09:07 pm
This is for EF1 not necessarily 2.. (although I suppose I COULD do 2.......) ... last I used Uberradient was 2 years ago..
Share |
tman~rb
General Member
Since: Dec 23, 2006
Posts: 77
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 31, 2005 11:33 pm
This is an explanation I ran across on a site:

You maybe have a brush, that intersects too many other brushes. Try to delete it or divide it to smaller brushes

But I seem to remember getting this when i had a brush with more than 12 sides made strucutral, when I made it detail the error went away.


I allways just make an aas file using a bat file with both bspc.exe and the bsp in the same directory, with the following command:

bspc.exe  -forcesidesvisible  -bsp2aas MYMAP.bsp
Share |
WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 1, 2005 05:03 am
something you said about more than 12 sides on a brush helped me figure out why I got the error again. I tried to make large tree stumps that had 15 sides.. as soon as I deleted them  and reran the bsp it is working again. I'm going to try using the Bobtoolz plugin and see if that makes a better brush?
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»