Langerd Posted March 7, 2015 Share Posted March 7, 2015 I made many things in my map i wanted to compile and ... Gyyyyy...this happend. What is this ? To many patches or one patch that is broken? Asgarath83 likes this Link to comment
Langerd Posted March 7, 2015 Author Share Posted March 7, 2015 Deleted some models and it works ... but what is the main problem of this error? Link to comment
Langerd Posted March 8, 2015 Author Share Posted March 8, 2015 Brush count?Are You sure? Because i deleted MD3 models and it solved the problem D: . I hope it is not because of the brush count. I have only 7419 brushes on my map (i think the limit is much higher than that ) Link to comment
Tempust85 Posted March 8, 2015 Share Posted March 8, 2015 Try turning what models you can into misc_model_statics, so it doesn't contribute to BSP. Langerd likes this Link to comment
Langerd Posted March 8, 2015 Author Share Posted March 8, 2015 Try turning what models you can into misc_model_statics, so it doesn't contribute to BSP.I will check that Link to comment
Oobah Posted March 8, 2015 Share Posted March 8, 2015 How many models did you have contained in a single cell? I think this may more so be in line with to many models in a single area basically to many for the game engine to render or load up at a single time. So the obvious fix is to break up the amount of models you got in a single area. Overall you got a limit of 4096 map entity's so don't worry about not having enough models in a single map. Just try not to cluster to much in a single area, like patches, game wont compile to much of certain things in a single area. Another simple fix is open the models you want in a room and save all those models into 1 large model, it will lower the amount of entity's you eat up for the map. It's what I did with council room chairs on massassi temple. Though it shows up as 1 .ent in the map each chair is its own model. Langerd likes this Link to comment
Langerd Posted March 8, 2015 Author Share Posted March 8, 2015 How many models did you have contained in a single cell? I think this may more so be in line with to many models in a single area basically to many for the game engine to render or load up at a single time. So the obvious fix is to break up the amount of models you got in a single area. Overall you got a limit of 4096 map entity's so don't worry about not having enough models in a single map. Just try not to cluster to much in a single area, like patches, game wont compile to much of certain things in a single area. Another simple fix is open the models you want in a room and save all those models into 1 large model, it will lower the amount of entity's you eat up for the map. It's what I did with council room chairs on massassi temple. Though it shows up as 1 .ent in the map each chair is its own model.Hmm about that i have some small places but with a lot of detail MD3. But i find out that i have ... all models as misc_model. I will change it and find out like DT85 said Link to comment
Asgarath83 Posted March 9, 2015 Share Posted March 9, 2015 i got also this error... this error occours when you got too many misc_model + brushes into your map. it's not a problem of map itself, but a limitation of radiant, only of radiant.There is a limit of vertexes of brush + misc_model you can add into your map.it's a Draw Error. the error means you have too many vertex.. Draw in your map. too many brushes, or too many high poly misc models.i overrun this limitation and i got this error one week ago.how i solve it? the domes of my cathedrals are... BIG... and complex. only the doubles roof got something like 2000 vertex.2000 x 8 are 16 000 vertexes. >_> i solve this problem converting 1 dome into a misc_model_static, this clean up my map by 2000 displayed vertexes and now i can end the physic clip or the other misc_model in peace. Langerd likes this Link to comment
Langerd Posted March 9, 2015 Author Share Posted March 9, 2015 So @Asgarath83 for what i understand i suppose to change many models to misc_model_static because misc_model + brushes are creating this error. How the hell misc_model_static doesnt count as the vertexes too? Link to comment
Asgarath83 Posted March 9, 2015 Share Posted March 9, 2015 So @Asgarath83 for what i understand i suppose to change many models to misc_model_static because misc_model + brushes are creating this error. How the hell misc_model_static doesnt count as the vertexes too?because misc_model_static are not displayed into radiant camera and radiant grid. so they not make the build error, they are just entity with not attacked a displayed model.ah, i discover another thing: misc_model run fine into game, also if there are mesh with more of 1000 vertexes...misc_model_static instead, if they are more of 1000 vertexes into a part, display on JKA the error of 1000 vertex md3.so, be careful about it. i got some erorr for this in my conversion and i solve re-exporting my md3 by blender 2.64 after i splitted with P-> separate in edit mode and half verts of polygon selected, a part of the incriminating mesh.as i told, is a draw error, is a dislaying error. like the error of image draw, of GTK Radiant. that occur if a map contain too many material and texture visible. if you have too many misc model or too many textures you can occour also in that.i know, that suck, is a limitation of radiant itself. Langerd likes this Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now