This isn't just me - someone else I know ran into the exact same problem. I am editing ffa5 (a lot, btw) and was trying to compile and it gave me this error: MAX_TW_VERTS (12) exceeded I'm not sure what VERTS is. Sounds like vertices to me. I'm sure someone out there know what this means, but this is the first time I've seen this. Any....ideas??
I'm just curious - is this why there are hint brushes all over the map? I mean, are they supposed to stop this from happening?
Right, first off. Don't edit original maps unless you have expressed, written permission from raven.
Second, if you dont have permission, don't announce you are editing their maps.
the answer is simply that you have made a clip or edit or whatever that the compile program cannot calculate (i.e there is an angle that is too small/big/has a surd in it (look up what a surd is if you dont know)
Humble JediRight, first off. Don't edit original maps unless you have expressed, written permission from raven.
FFA5 was supplied with GTK Radiant in .MAP format. It's open-source (for lack of a better term). I think it came with one of the later versions (post-1.3.12), so if you have 1.3.12 you might not have it. As for that error, most pre-built Raven maps give it during recompilation. I'm not sure why, and I've never got it fixed. Sorry.
I don't know how, and I don't know why, but this is totally Sheep's fault.
Ok. I'll see if there's any other way to fix it. I thought maybe it was too many 'Info_player_Deathmatch' points, but that wasn't it. It came with Radiant 1.4, btw.
Here's a quote from it: [COLOR=blue][/COLOR]
Raven[COLOR=blue]MAX_TW_VERTS = Max Trace Winding Vertexes[/COLOR] [COLOR=blue]Technology:[/COLOR] A trace winding is created for every triangle in the map and then chopped up into the BSP, then further chopped up until each of the raytracer's nodes is smaller than a certain size or complexity. [COLOR=blue]Explanation:[/COLOR] Hitting MAX_TW_VERTS means you have got some clustercrunch of geometry getting sliced up too much. Run a BSP compile with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt, or you are editing with the newest version of Gtk) with no vis or light stage, and run around the map looking for areas with lots of portals. [COLOR=blue]Other Possible Fixes:[/COLOR] 1. If you can't find the offending area, then run the -light phase with the -lomem string to disable the trace tree subdivision. 2. Your map may be quite complex. Did you use a larger _blocksize key? Try _blocksize 8192 (or 16384) in the worldspawn. A big thanks goes out to Ydnar for his lengthy explanation of this error
I'm not sure what it exactly means, but I think that it means that you have too many structural brushes in an area that's screwing up your vis part of the compile.
Ok, thanx a lot :>
I'll look into that. It sounds good - the only problem I have is that radiant won't show me WHERE it happened. Oh, well. I'll find it....sooner or later, lol.
I found out where it was quite by accident. As it turns out, there is an elevator in FFA5 that goes up from the bottom platform. (If you think about it you'll know what one I mean.) It turns out that this is what's causing the error - however, how would I stop it?
What I'm trying to do it get the elevator to come up for you when you step close to the top. I did that - but it still has the compile error, even though it works. So......any ideas that may stop a func_door from doing that? (Yes, it's a func_door.)
I think I know what it is now. The people that made the map hide curve patches everywhere, ecspecially small ones. As soon as I removed the elevators in question (that had small curve patches), the errors stopped. As soon as I put one of them back in, it started right back up. I remodeled the elevator exactly the same but with 3 brushes rather than a 2 curve patches at the sides...and it worked. So, I think it's safe to assume that small curve patches in Radiant should be avoided. This is probably the cause of it with all FFA maps, Kouen (Just a guess, but it's likely. Those mappers use curve patches EVERYWHERE).
And this does make sense with what IfritZero said: "some clustercrunch of geometry getting sliced up too much." Well, that's EXACTLY what happens with small curve patches! lol
So I think it's solved, and for future reference remember to eliminate small curve patches in Radiant :]
Ah-HA! I believe I just found the true source of the error.......
you know the NPCs that decorate maps everywhere? Either delete them or replace the ones that leak with new ones. As soon as I did that ONE thing, my compile worked.......
This isn't necessarily the cause, but I think it is. And the curve patches, too, but the NPCs more than the curve patches. If it says in the debug window, 'entity leaked,' click on that entity and then it will take you there. Just replace it. And take out the 'angles' variable - replace that with an angle chosen by the angle buttons near the bottom of the entity window.