Langerd Posted December 23, 2013 Share Posted December 23, 2013 How to fix it? It is in the first compiling part and then it stops everything. Link to comment
Apprentice Posted December 23, 2013 Share Posted December 23, 2013 Did you try Google ?? Link to comment
Langerd Posted December 23, 2013 Author Share Posted December 23, 2013 Yep i only find that "That error is caused by lots of tiny brushes most of the time." I deleted them and still ... nothing Link to comment
Szico VII Posted December 24, 2013 Share Posted December 24, 2013 Sometimes CSG Subtract makes brushes which cause this. Avoid i like the plague. Link to comment
Langerd Posted December 27, 2013 Author Share Posted December 27, 2013 It works. It was because that i rotate too many cones too many times. Link to comment
Langerd Posted December 27, 2013 Author Share Posted December 27, 2013 Damn... Again. I think it is because i rotate too many cilinders D: Because i made a senate platforms , Copy two of them and I was rotating them. Link to comment
Apprentice Posted December 28, 2013 Share Posted December 28, 2013 Are those cylinder brushes detail or structural ?? Link to comment
MoonDog Posted December 28, 2013 Share Posted December 28, 2013 Are those cylinder brushes detail or structural ?? A patch mesh is not a volume. It is a plane that has no effect on vis either way, and therefore it does not matter whether or not it is structural or detail. Unless you mean he has taken a brush and clipped into a cylinder of course. Damn... Again. I think it is because i rotate too many cilinders D: Because i made a senate platforms , Copy two of them and I was rotating them. Be careful with free rotation. Also, do not touch CSG subtract. Ever. Like Szico says. Link to comment
Langerd Posted December 28, 2013 Author Share Posted December 28, 2013 I removed them. My friend will make a md3 model of them. He said that I exceed the number of triangles. He was right i think ... because i use many things that created them. I deleted all the platforms and now it works. If i will make the md3 models it will be better idea?And one question... If i will make a cycle using a brush not a using a patch cilidner it will be worst or better? Link to comment
Apprentice Posted December 28, 2013 Share Posted December 28, 2013 I removed them. My friend will make a md3 model of them. He said that I exceed the number of triangles. He was right i think ... because i use many things that created them. I deleted all the platforms and now it works. If i will make the md3 models it will be better idea?It might. In certain situations it's better to make a portion an MD3 or an ASE model instead of brushwork . . . Link to comment
Langerd Posted December 29, 2013 Author Share Posted December 29, 2013 Hmm I think it is a good idea but i am afraid of one thing... If i will make the model solid function I will create a triangles? Because i saw somewhere that in the misc_model spawnflags 2 is not a good idea :/ Link to comment
Boothand Posted December 29, 2013 Share Posted December 29, 2013 I think the "solid" spawnflag is quite safe on larger models with bigger triangles. It's known to be problematic on detailed models though, as I understand it. Link to comment
MoonDog Posted December 29, 2013 Share Posted December 29, 2013 If you need to have a piece of brushwork and patches be able to be a modular asset that you can rotate, it's best to compile that object into an ASE and use it as a misc_model. You'll create a lot of clip brushes with autoclipping. It's best to clip the object as simply as possible manually, using as few brushes as possible. Autoclipping will take every triangle in the model and create a clip brush. Link to comment
Langerd Posted December 29, 2013 Author Share Posted December 29, 2013 The platform in Gtk looks like thatA too many of them crushed the program... Soo my friend from the clan will make the md3 model of it.http://s845.photobucket.com/user/makskosa/media/platform1_zps58f0aff5.png.html?sort=3&o=0 Link to comment
Langerd Posted December 29, 2013 Author Share Posted December 29, 2013 If you need to have a piece of brushwork and patches be able to be a modular asset that you can rotate, it's best to compile that object into an ASE and use it as a misc_model. You'll create a lot of clip brushes with autoclipping. It's best to clip the object as simply as possible manually, using as few brushes as possible. Autoclipping will take every triangle in the model and create a clip brush.Yeah i was expecting that D: I must be careful . Anyway Many thanks guys for help ^^ Link to comment
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