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Map Errors : Definitions and Solutions
ERROR: MAX_PATCH_PLANES
 
The visible brush face is being split too many times. Extra vertex points are created by q3map on visible face edges, where they are split by other visible face points (corners, or vertices). So if you have too many visible face points touching the edges of another face, that particular face will be split many times and have many vertex points.
 
Comments
Fixing the Error
The MAX_PATCH_PLANE error has much more to do with individual vertex manipulation than I realized--many times, Tolerant Welding vertices that allow even miniscule areas of patches to overlap can solve the max patch plane error. Many times, even when the vertices are already lined up, small planes of a patch that have been manipulated in awkward ways will screw up the triangulation in the compile process but won\'t show up during a compile because the area is usually still sealed--cylindrical patches, bevels, end caps, and \"terraformed\" patches that have undergone vertex manipulation will often yield a max patch plane error.

I personally had luck rebending a series of patches that I had bent slightly past their vertices\' reasonable means of alignment. This error can be eased by spreading the bend across multiple patches that have been split. I recommend using a very low grid setting for this--and make sure you Tolerant Weld all aligning vertices. Take a second and drop a spawn, a skybox, and a couple lights into an empty map for use in testing individual pieces of complicated brushwork and patching--it will go a long way when you get to doing detailed, complex vertex work.

Good luck!
link to the detailed thread -- http://www.modsonline.com/Forums-top-12769.html
Posted by GlumBum2 on Thu. Jun. 2, 2005
 

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