error: MAX_MAP_DRAW_INDEXES with q3map2 2.5.4


(JAK) #1

Hi all,

when I try to compile my map with:
“C:/Program Files/GtkRadiant-1.3/q3map2” -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath “C:/Quake/” -meta “C:/Quake/baseq3/maps/zell_sca2.map”

(which is the BSP Stage as I understand things)

I get the following error after a while:

— SmoothMetaTriangles —
No smoothing angles specified, aborting
— MergeMetaTriangles —
0…1…2…3…4…5…6…7…8…9…10… (0)
6 surfaces merged
24 vertexes merged
— FilterDrawsurfsIntoTree —
************ ERROR ************
MAX_MAP_DRAW_INDEXES

My map at this point consists of 6 brushes (single room walls) and 11 misc_modell entitys. The modells are quite large, about 600000 faces together.

Can somebody please nudge me in the right direction?
I was not able to find some information about the error message.

I am using a P4 3.06GHz, so q3map2 shows 2 cpu’s.

Thanks,


(onu) #2

Perhaps a limitation of the -meta switch?

Oh… dear… now I’m going to be beaten by ydnar.


(JAK) #3

In the meantime I tried a few things and also removed the -meta switch. It did not change the problem.

I am now trying to track the problem down with loading different models.
My misc_models are somewhat huge. They cover 512x512x512 units each. They are actually parts of a big model. Think of it as a block of 3x3x2 misc_model entitys spaced 512 units apart. So it is a block of 1536x1536x1024 units.

Strange thing is, the error is not really related to the combined filesize of the models.

Hmm, just occured to me that it might be position related. Just tried it:
When I use only model1 and place it 10 times on the map in the block pattern I get the error. When I place them in the same space so all togeter cover only 600x600x600 units, there is no problem.

Any suggestions?
Thanks,


(ydnar) #4

I assume they are ASE models?

You’ve simply hit the maximum number of triangles in a BSP. Those models sound positively huge.

Are they split into surfaces with < 1000 verts apiece?

You may need to add q3map_forceMeta to their shaders.

What exactly are you sticking in there, anyway?

y


(JAK) #5

They models came a long way from microstation over 3DS Max to md3. I optimized them by hand (about 20000 parts originally) ;-).

I used POP n Fresh 3DSudio export plugin to export them. Of corse I tested some big models before to verify the ability of Quake to swallow this. The only difference is, that these models covered fewer units.

I made sure there are no objects with more than 1000 vertices.

The strange thing is, that I get the error when the models are farther away from each other. When I overlap the same models I get no error.

Is there some limitation in the bsp stage that limits the size?
What does the following output mean?
Well most of it I understand but the stuff about the Size: and block size.
Some vertices are exactly on this boundaries.

Loading C:\Quake\baseq3\maps\zell_sca2.map
entering C:\Quake\baseq3\maps\zell_sca2.map
WARNING: Over 90 percent structural map detected. Compile time will be adversely
affected.
6 total world brushes
0 detail brushes
0 patches
0 boxbevels
0 edgebevels
14 entities
24 planes
0 areaportals
Size: -1024, -1024, 0 to 1024, 1024, 1024
— CreateMapFogs —
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }

It will be a industrial visualization of a factory.

Thanks,