When I tried to run this level, an error occured: MAX_PATCH_PLANES (I'm using patch meshes and cylinders in my map) I've made a complicated patch mesh and I think it is an error
have u capped your cylinders and meshes? curve -> cap selection
yeah meush, you know the rules, search first, come on man, don't let us down!
I was searching!
for example here: http://www.gamingforums.com/showthread.php?t=63733&highlight=PLANES no answer
And it was one thing about this topic I've found!!
well, gothicx and wade gave me this advice when i had this error (which im really thankful to them for) 1: Make the patches into models (.ase) and clip them. 2. Cut the patches up into smaller ones (i.e if u have a really long or windy one, split it up. I also made them detail, but I' don't know what effect that has.
How can I export it to .ase ??? I have 3D studio Max v.2 (some old one) that has .ase exprter but it doesn't work in radiant (probably, maybye I can't export)
I've deleted this huge patch mesh (it was a huge mountain-terrain around map)
\ __ / \____| |____/
This house in a middle is playable map, and those hills are one patch mesh.
I will try this method to make it from 8 patch meshes PPP PXP PPP
P=patch mesh X=no patch mesh
Terrain like that you should be using the neat little terrain that JA can do using regular brushes, would allow you to have really nice lighting on it and fade a few textures into each other on it.
use q3map2 -convert ase to do it. i can tive u a .bat file which wade sent me, all u have to do is alter four jka base bath. MSN is [email]email@example.com[/email]
NOW I'm really confused...
Can .ase model (in mp) be solid without clip brushes? Is many-brush-method fast and stable?
I would like to know all advanages and disadvantages of both methods before I pick one...