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

Members Online

»
0 Active | 65 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

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 : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: max map draw verts problem pls help
haliop
General Member
Since: Jul 21, 2008
Posts: 44
Last: Aug 31, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Monday, Aug. 18, 2008 07:36 pm
hello again.

so i have a pretty damn huge map at progress
i've tried to run it with a simple ground texture
and some buildings , well actually lots of buildings , all of them are prefabs, so it will be easy to change them afterwords.

i did everything right.
except i guess one thing, when compiling i get this error and it stops before Lighitng as it cannot find d3d file.

this is what i get:
MAX_MAP_DRAW_VERTS (524288) exceeded for layered geometry.

that map needs to be huge.. so unless i did something wrong and didn't noticed it , its bye bye for COD4 RADIANT for its limitations.

if anyone can help.
pls :(

ty for your time.
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, Aug. 18, 2008 07:59 pm
As it says that error during compile, then it probably means that you have too much stuff in your map (not models), try taking some buildings out

edited on Aug. 18, 2008 04:00 pm by .KiLL3R.
Share |
haliop
General Member
Since: Jul 21, 2008
Posts: 44
Last: Aug 31, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Monday, Aug. 18, 2008 09:35 pm
now i get max_map_node
i have no nodes... not helicopter no ai .. its mp map..
can someone help?

and about the first post , yeah i used way too much verts, i'm starting to understand the limitations.. and i think i made an horrible mistake about using this engine.. to tell the truth it has too many limitantions.
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, Aug. 18, 2008 09:49 pm
Make more stuff detail (select brushes > right click > Make detail)
Share |
haliop
General Member
Since: Jul 21, 2008
Posts: 44
Last: Aug 31, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 19, 2008 06:48 am
.KiLL3R. writes...
Quote:
Make more stuff detail (select brushes > right click > Make detail)


can you explain a bit about "make detail"?
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 19, 2008 09:29 am
Making stuff detailed means the compiler will basically ignore the brushes in the portalling stage of your map.

For instance.. if you have a house, make everything inside the house detail, and leave the outer walls, the roof and the floor structural. When you portal your own map later on, it will mean everything which is detailed and in a portalcell you can't see won't be drawn, thus increasing FPS in your map.
Share |
haliop
General Member
Since: Jul 21, 2008
Posts: 44
Last: Aug 31, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 19, 2008 10:01 am
ty
and another one if were at it

about portaling , its like shadow_caster right?
i need to poratal windows and doors and any other exit , i'm not talking about out doors area (didn't get that far yet) , so about builidngs , doors windows exits etc..

and do i use no_draw or another tool? no idea,
i guess i'm pretty good with building and stuff but scripts tools are no my experties so sorry about alot of question , that i already should have known about.
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 19, 2008 11:50 am
There is a great tutorial on portalling in the CoD tutorial section. Read it.

The basics: A portal cell is a closed box, closed by either structural brushes or portal brushes. The engine knows from which cell you can look into which other cell and draws based on that. The graphics card thus doesn't have to draw things you can't see anyway, raising FPS.
Share |
MetalMilitiaNL
General Member
Since: Mar 8, 2008
Posts: 20
Last: Apr 26, 2010
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Friday, Dec. 5, 2008 09:34 pm
Hello all,

I have the same problem as haliop and I can't solve it by myself.

I want this map finished, because it looks very cool and I made a lot of prefabs for.
I did alot of brushes in detail.

I had to make a lot of terrain patches for the surrounding mountains to give the map some boundaries.
There are 4 tunnels going through the mountains, of which I made 3 of square bevel.
The tunnels are blocked with debri, fallen rocks and 1 tunnel has derailed trainwagons in it.

Here a image of how the map looks like before my first compile.



I need some help how to solve it or a better idea to make the boundaries, so I don't get the errors again.


Thx for the time you take to help us noobs

MetalMilitiaNL
Share |
infinet
General Member
Since: Feb 4, 2008
Posts: 208
Last: Jan 23, 2013
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Jan. 2, 2009 10:09 pm
The_Caretaker writes...
Quote:
Making stuff detailed means the compiler will basically ignore the brushes in the portalling stage of your map.

For instance.. if you have a house, make everything inside the house detail, and leave the outer walls, the roof and the floor structural. When you portal your own map later on, it will mean everything which is detailed and in a portalcell you can't see won't be drawn, thus increasing FPS in your map.


I am also getting the MAX MAP NODES error.

I wanted to clear up what you said because I am still learning too. If detail brushes help cut down problems and increase FPS, then what's the point of having any structural brushes? Whats the difference if i just made everything detail?

Are structural cells ONLY to be used on outside brushes to seal in the portal cells inside?


Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 MP Mapping

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

»