Asgarath83 Posted December 21, 2014 Posted December 21, 2014 Total madness...I end to fix on of the dome of my map (md3view issue thread)and this morning i add some stairs. map and building was perfect and okay.This evening.... i add to map some md3 objects insidethe doom of the Mind (a platform as floor on upper section, libraries, a chandeliers and lamps.i buold it and...http://wrzucaj.net/uYQhttp://wrzucaj.net/uYmhttp://wrzucaj.net/uYn What hell is happened to my map? O.oalso, i make another rebuilding with a previus back up of my map and i see the same thing, and this morning map was perfect! O.oso is not the map, i think,.. or the md3s...also Menu,.. i cannot see the display screens and options appears like that:http://wrzucaj.net/uYSengine of game is goind crazy?? Ah, console and buiilding not given me any errors. D:O.o
Asgarath83 Posted December 21, 2014 Author Posted December 21, 2014 I close engine and restart radiant. rebuild the old map of this morning, all okay. rebuiolding the map with libraries. and now it's okay...Strange graphical issue... D:i have fear that happened again, someone know something about that?
Langerd Posted December 22, 2014 Posted December 22, 2014 Maybe map leak D: But it looks strange ...Or maybe just compiler bug. Sometimes it happens
Asgarath83 Posted December 22, 2014 Author Posted December 22, 2014 Maybe map leak D: But it looks strange ...Or maybe just compiler bug. Sometimes it happens mmmm i used an Openkjk edited version of the code, maybe some time the startup of game can cause strange graphical issue because i also changed code or vanilla for resolve the problem of the hiding of too many sprites of visual effects. yes, it's strange, it's first time make me that. O.o
Asgarath83 Posted December 22, 2014 Author Posted December 22, 2014 @Asgarath83 It works fine now?Yes, today it's all okay. i am fixing the colliders. I am at the third of eight dome. after i make skybox, terrain and objects and for moment should be fine, Npc and light i will make laters, end the cathedral i wanna return to config my LOK Npcs \ models \ sabers Langerd likes this
Langerd Posted January 8, 2015 Posted January 8, 2015 Hmm i was thinking about it... Are You using model_misc or model_static? Asgarath83 and Tempust85 like this
Asgarath83 Posted January 9, 2015 Author Posted January 9, 2015 i am again fixing the physics colliders in outside of domes (i end with inside) so i NEED to see the models. so... misc_model.i convert to misc_model_static for avoid lightning and shaders issues when i end the cathedral Langerd likes this
Langerd Posted January 10, 2015 Posted January 10, 2015 Good to know! Because many time somebody post that the misc_model_static have this black issue.Always check the map in the game but after full compile
Asgarath83 Posted January 10, 2015 Author Posted January 10, 2015 mmm okay, i make a light build so i see if i got this problem
Asgarath83 Posted January 10, 2015 Author Posted January 10, 2015 Error: max_tv_verts 12, XDmmm ... o i have used too much the clipper for make the roofs collider, or my MD3 models are too many complex. the second case is a disaster.
Langerd Posted January 10, 2015 Posted January 10, 2015 Fix:Explanation: 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.Other Possible Fixes:If you can't find the offending area, then run the -light phase with the -lomem string to disable the trace tree subdivision.Your map may be quite complex. Did you use a larger _blocksize key? Try _blocksize 8192 (or 16384) in the worldspawn.I recommend this site:http://pl.ws.q3df.org/level_design/errors/Remember make the clip as simple as you can. And always make a full compile to check the light too.Anyway how long does it take to compile Your map?
Ramikad Posted January 10, 2015 Posted January 10, 2015 As far as I remember MAX_TW_VERTS occur when your brushwork is too complex. Turning part of the geometry into models helps.Also, what is _blocksize supposed to do, anyway? Pande suggested me blocksize 0 (without that _ before it), but I never quite understood it.
Langerd Posted January 10, 2015 Posted January 10, 2015 As far as I remember MAX_TW_VERTS occur when your brushwork is too complex. Turning part of the geometry into models helps.Also, what is _blocksize supposed to do, anyway? Pande suggested me blocksize 0 (without that _ before it), but I never quite understood it.@@Ramikad saw this on one forum: Increasing the _blocksize in the world spawn is something I have used on large open maps, large terrain maps, etc... Blocksize is automatically 512. Meaning that every X unit, q3map2 will automatically create portal splits on X Y Z. This is why large open maps benefit from a larger blocksize. If you have 512 blocks split on a huge map, vis data can pile up pretty quickly.
Asgarath83 Posted January 10, 2015 Author Posted January 10, 2015 @@Langerd my map is about of 23.1 mega as meta bsp, so yes, is very huge and complex.i suppose i use some brush that i split with more of 12 faces \ vertex of same poligon during creations of colliders.however, i use gtk radiant 1.5.0 i not have the q3map2.shader file , so i cannot debug with that. so ...o i make a copy of map file and i delete physic clipper areas and i make light building until i see when is placed the brush responsable and i reload working project and fix the problemor i try your suggest. D:
Asgarath83 Posted January 10, 2015 Author Posted January 10, 2015 Nothing work, no blocksize 0, no _blocksize 8192 or either, no lomem.so i suppose i will make another save of map just for hunting brush that making this trouble and fix manually >_>
Langerd Posted January 10, 2015 Posted January 10, 2015 I had the same problem in the past... one of the brushes had 16 faces and this was not possible so it was some of strange glitch
Asgarath83 Posted January 10, 2015 Author Posted January 10, 2015 I had the same problem in the past... one of the brushes had 16 faces and this was not possible so it was some of strange glitchFound it at first try! Was the pillars Basement! Damn! XDDDD Sure it's a kain's dill XD Futuza and Langerd like this
Asgarath83 Posted January 10, 2015 Author Posted January 10, 2015 Yes, it's fine, the misc_models are not black model issue also, if is again still missing shadering, however now i can see my dark gothic map and making an idea of final works. It's really beauty! Thanks for suggest @@Langerd Langerd likes this
Langerd Posted January 10, 2015 Posted January 10, 2015 Yes, it's fine, the misc_models are not black model issue also, if is again still missing shadering, however now i can see my dark gothic map and making an idea of final works. It's really beauty! Thanks for suggest @@Langerd Can You send some screens @Asgarath83 ? OwO
Asgarath83 Posted January 11, 2015 Author Posted January 11, 2015 Give me some day for end to fix the physics clippers and delete the geometry that cause the issue without deleting the dome model and the pillars basement, if is possibile . i need of time for fix the issue, yesterday i make just a massive brushes deleting. test
Langerd Posted January 11, 2015 Posted January 11, 2015 Give me some day for end to fix the physics clippers and delete the geometry that cause the issue without deleting the dome model and the pillars basement, if is possibile . i need of time for fix the issue, yesterday i make just a massive brushes deleting. test Alright ! But make some screens from Gtkradiant too.
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