error messages list anywhere? MAX_TW_VERTS... ect...


(JohnM) #1

Hi, well I’m haveing issues… namely;

MAX_TW_VERTS (12) exceeded
MAX_MAP_VISABILITY exceeded

can someone tell me what these error messages refer to. Is there a listing of error messages that Q3map2 spits out? cause I can’t find it.

thanks, J.M.


(weasel) #2

http://www.wolfensteinx.com/surface/tutorials/compile_errors.html

MAX_VISIBILITY_EXCEEDED

You may get this error when making a very large map, and although the obvious thing to do is to downsize the map you can do other things such as use detail brushes more so the vis data is less complicated so then the vis data wont be so large.

Also dont forget to use the caulk texture. Take into account the way the map is structurally made, it might not of given the error because the map is huge, but because its been made poorly in that you can see too much on screen at once and the view of whats on screen at once hasn’t been taken into account well enough.

Your other error isn’t there, but it’s likely that it’s the result of the same problem.


(UniKorn) #3

MAX_TW_VERTS:

If I remember it correctly the error means the following:

When your map is compiled the compiler will check all intersecting/touching brushes. If brush A touches brush B and the side of brush A is larger than the side of brush B then the compiler will add 2 verteces to the side of brush A where brush B touches it.

BEFORE (imagine the line between A and B is actually 1 line in your mapeditor, but otherwise it aint clear what happens)

±-----+
|AAAAA|
|AAAAA|
|AAAAA|
|AAAAA|±----------------------+
|AAAAA||BBBBBBBBBBBBBBB|
|AAAAA|±----------------------+
|AAAAA|
±-----+

AFTER

±-----+
|AAAAA|
|AAAAA|
|AAAAA|
|AAAAA+±----------------------+
|AAAAA| |BBBBBBBBBBBBBBB|
|AAAAA+±----------------------+
|AAAAA|
±-----+

You can compare it a little to modelling where you want to merge 2 parts of a model together. You make sure that the number of verteces on both sides are equal so you can weld them.

Now if this number exceeds a certain amount, I think it’s 12 the max, like the error message says, then you will get that error. The best thing to do is look for very large brushes in your map, and clip them in 2 seperate brushes.


(ydnar) #4

You read MAX_TW_VERTS as “max trace winding vertexes.”

The raytracer in the light code partitions the world geometry into a hybrid BSP/octree. To do this, it must slice up all the triangles in the world. Sometimes a triangle is sliced up into a polygon that has more than 12 vertexes (MAX_TW_VERTS == 12).

This is usually caused by the same thing that causes a MAX_MAP_VISIBILITY error: an entirely structural map.

Google for “detail brushes” and learn a bit about properly setting up a mixture of structural and detail brushes to make a map that vis’es efficiently and lights without errors.

y


(JohnM) #5

Hi, and …

Thank You much for your posts, they are very very useful insights, and I really appreciate it…

You’ve helped me much thanks, J.M.