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What the Hell O.o


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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/uYQ
http://wrzucaj.net/uYm
http://wrzucaj.net/uYn

 

What hell is happened to my map? O.o

also, 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.o

so 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/uYS

engine of game is goind crazy??

 

Ah, console and buiilding not given me any errors. D:

O.o

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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

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  • 3 weeks later...

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?


 

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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.

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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.

 

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@@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 problem

or i try your suggest. D:

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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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