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Error Max_Map_Draw_Verts


Go to solution Solved by Asgarath83,

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Posted

today at the end of my building Meta i got this error >.<

what's happened???

D:

 

 

--- LoadMapFile ---
Loading G:/Programmi/Lucas Arts/Star Wars Jedi Knight Jedi Academy/GameData/Base/base/maps/cda0.map
entering G:/Programmi/Lucas Arts/Star Wars Jedi Knight Jedi Academy/GameData/Base/base/maps/cda0.map
WARNING: Couldn't find image for shader textures/NULL
9540 total world brushes
9036 detail brushes
917 patches
38701 boxbevels
63435 edgebevels
2589 entities
203020 planes
0 areaportals
Size: -11688, -15104, -7616 to 20928, 13160, 17752
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
2 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -11688.000000 -15104.000000 -7616.000000 } { 20928.000000 13160.000000 17752.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
BOGUS BOGUS Entity 272, Brush 0: Entity leaked
784 patches
326 patch LOD groups
--- FaceBSP ---
3448 faces
38921 leafs
--- MakeTreePortals ---
436 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
565 structural brushes
8984 cluster references
--- FloodEntities ---
25845 flooded leafs
--- FillOutside ---
8042 solid leafs
5034 leafs filled
25845 inside leafs
--- CullSides ---
498 hidden faces culled
8 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
2090 faces
31870 leafs
--- MakeTreePortals ---
704 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
565 structural brushes
7990 cluster references
--- NumberClusters ---
25663 visclusters
75171 visportals
8764 solidfaces
--- WritePortalFile ---
writing G:/Programmi/Lucas Arts/Star Wars Jedi Knight Jedi Academy/GameData/Base/base/maps/cda0.prt
--- FloodAreas ---
5 areas
--- AddTriangleModels ---
WARNING: Couldn't find image for shader NULL
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
11960 detail brushes
26001 cluster references
----- FogDrawSurfs -----
16 fog polygon fragments
1 fog patch fragments
1294 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
5987 axial edge lines
9194 non-axial edge lines
4 degenerate edges
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
10452 verts added for T-junctions
57083 total verts
7268 naturally ordered
4245 rotated orders
51 can't order
3 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
587 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (2)
11617 total meta surfaces
11492 stripped surfaces
69 fannedAutosave skipped...
surfaces
0 patch meta surfaces
125447 meta verts
112662 meta triangles
--- TidyEntitySurfaces ---
11617 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
98 smoothed vertexes
--- MergeMetaTriangles ---
0...1...2...3...4...WARNING: Flipped triangle: ( 5382 3120 4606) ( 5382 3120 4586) ( 5382 3120 4590)
WARNING: Flipped triangle: ( 5184 2320 3922) ( 5184 2320 3903) ( 5184 2320 3923)
5...WARNING: Flipped triangle: ( 1967 1764 4060) ( 1947 1761 4060) ( 1996 1769 4060)
6...WARNING: Flipped triangle: ( 3121 -5658 4308) ( 3121 -5658 4268) ( 3121 -5658 4284)
WARNING: Flipped triangle: ( 3005 -5796 4428) ( 2992 -5811 4428) ( 3024 -5773 4428)
7...8...9... (144)
15405 surfaces merged
558455 vertexes merged
--- FilterDrawsurfsIntoTree ---
42832 references
20134 (20134) emitted drawsurfs
12318 stripped face surfaces
69 fanned face surfaces
0 surface models generated
0 skybox surfaces generated
0 SURFACE_BAD surfaces
826 SURFACE_FACE surfaces
772 SURFACE_PATCH surfaces
3131 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
15405 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
0 SURFACE_SHADER surfaces
870009 redundant indexes supressed, saving 3398 Kbytes
--- FixBrushSides ---
--- EndModel ---
************ ERROR ************
MAX_MAP_DRAW_VERTS

 

  • Solution
Posted

Oh... i fixed, i need just to remove some misc_,model entities... really i am near the limitation of geometry of radiant... :\

i hope i can clip all models :\

Posted

yes many of my object got complex forms so i make a clipper little.... complexity.... maybe i need to limitat to make a simple squares bounding box, like the Npcs... :\

spawnflag 2 on misc_model? what it do @@mrwonko ?

Posted

Spawnflags 2 on misc_model creates way too many brushes, don't use it. If you don't know it, don't worry. If you're manually clipping models, wonderful, keep doing that.

Asgarath83 likes this
Posted

it's possible to use the _clipmodel shader key on misc_model instead of build a physic solid clip? how can i use it @@Langerd ?

@@mrwonko

 

Another little question: some of models are interactive objects with script... it's better to convert the physics clips into a func_usable or use a trigger_multiple outside the clipper? D:

Posted

Uff i continue to display this damn error... i think i need to convert into misc_model_static all not interactive entities. >.<

 

It's probably a good idea, but make sure you do not abuse of them. There's a limit of max misc_model_static (I think 1024? 2000? not sure).

 

Also, you have a lot of structural brushes: I invite you to make a detail brush ANY brush that you don't need to calculate VIS or that doesn't touch the outside void, though you probably already know that.

 

Last but not least, if the map is the one you showed in this image:

http://wrzucaj.net/images/2015/02/26/Collider_duomo57MUW.jpg

I'd suggest you to turn all those clip patches and cylinders into much more rough octagonal brushes. Patches tend to cause painful lag and create complex geometry, where so much complexity for a bunch of columns isn't really needed and is hardly noticeable.

Posted

Many thanks for all suggest @@Ramikad. :)  i will turn the building into misc_model_static. that's should be work.  if not work, i make squared the patches of central dome... yes, i use cylinder for the columns, but i removed the large patch of the vault because the player NEVER can climb so up... so i place simply a clip brush as ceiling at the level of the windows 3 days ago. :) 

Posted

I think i fixed temporany converting the Mind dome into misc_model_static, as misc_model, it draw in the map THIUSANDS of vertexes... :\

good night.

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