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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: MAX_BRUSH_COLLISIONVERTS Error compiling map for COD:WaW
khopki30
General Member
Since: May 7, 2008
Posts: 46
Last: Jul 13, 2011
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Tuesday, Jan. 13, 2009 12:14 am
Anyone seen this before???


finding triangle windings...
finished in 19 seconds
assigning primary lights...
splitting windings into lightable areas...
coalescing coincident windings...
finished in 10 seconds
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...
finished in 79 seconds
fixing t-junctions...
tethering holes to their concave windings...
building lightmap groups...
finished in 28 seconds
assigning lightmaps...
finding index mapping and snapping vertices...
ERROR: surface 'okinawa_terrain_grass_pebblemoss_blend_wet' is partially floating or needs to be aligned
In map C:\Program Files\Activision\Call of Duty - World at War\map_source\mp_wh.map on entity 0 brush 4206 at -4058 -4452 -205
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
combining layered materials...
0 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 10804 brush sides
elapsed time 22 seconds
MAX_BRUSH_COLLISIONVERTS (196608) exceeded

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Stev0
General Member
Since: Jul 14, 2004
Posts: 155
Last: Jul 14, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Jan. 15, 2009 03:01 am
When this happened on my current map it was mainly down to the amout of cauked pieces I had regardless of Detail or Structural.
I then went through and recreated anything complex with mesh and so cut the vertice count down,I think,well it compiled.
See if it helps for yours.
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Jan. 16, 2009 03:15 pm
Yes i also had this (see my post about engine limits) You need to reduce the number of vertises in your map by either welding them together or deleting the patch.. Such an annoying limit as it has left me in a difficult position to finish my map.
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
[view latest posts]
Level 6
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Mar. 3, 2009 05:48 am
Rasta writes...
Quote:
Yes i also had this (see my post about engine limits) You need to reduce the number of vertises in your map by either welding them together or deleting the patch.. Such an annoying limit as it has left me in a difficult position to finish my map.


And I thought CoD:WaW had less tighter engine limits.

Try to make the patches non-colliding (only those that the players can't touch because you will fall through it, it also won't respond to nades/bullets)
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arachnofang
General Member
Since: Nov 16, 2008
Posts: 505
Last: Sep 9, 2012
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Tuesday, Mar. 3, 2009 09:36 am
Hi m8!

I had this problem the other day, so i went round at ground eye level and checked all the terrain patches and i had a couple of patches that were mis-aligned, but i also found that i had accidentally put a couple of patches on top which were floating fractionally above, dunno if you done the same but its worth checking.

Ian.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Tuesday, Mar. 3, 2009 11:30 am
The way to fix is one has been more less explain: Reduce the splits in the brush and reduce the number of structural brushes overall. You can reduce the splits by merging brushes together after using the clipper tool for instance, as long as you have no concave hulls [CTRL-U]

196608 seems very high for a brush collision vertices, you must have overused the clipper tool [confused]


edited on Mar. 3, 2009 06:32 am by zeroy
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khopki30
General Member
Since: May 7, 2008
Posts: 46
Last: Jul 13, 2011
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Tuesday, Mar. 10, 2009 03:58 am
Folks,

I am still struggling with this problem.

I have no structural brushes at all.

I have removed all patches

I have not used the clipper tool (from my COD2 mapping days was always advised not to use it)

I am happy to share my .map file if someone wants to have a look for me, as I am stuck and have no idea how to proceed.

Cheers,

Hoppy
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khopki30
General Member
Since: May 7, 2008
Posts: 46
Last: Jul 13, 2011
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Tuesday, Mar. 17, 2009 05:50 am
Anyone?????
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