MAX_EDGE_LINES


(stebbi67) #1

Hi I got the error MAX_EDGE_LINES while compiling.

As I understand from what I have read from other topics on this forum the cause of the error is too many t-junctions or basically too many brushes.

I got this error after building a small house but it plays a big part in FPS count.

What I did was to replace some brushes with bigger ones to decrease their number. Then I ran “Brush Cleanup” but I still get this error.

Before I build the house the brush count was 13179 and the map compiled without any errors, after I built the house and decreased the number of brushes the brush count was 12989 and it still gives me this error.

Any ideas other than rebuilding the house and make it more simple?

Thanks,

Stebbi67


(stebbi67) #2

Made some more sacrifices

Disconnecting
Connection closed.


(abina999) #3

For the max_edge_lines error, you’ll have to convert chunks of the highly detailed brushwork into .ase models, and then clip the models with “rough” caulking. Its easier than you think, and there’s a few tutorials around. You basically need to File/“save selection as” chunks of detail brushes, then you open that selection in a “new”/empty map, put a caulk box around it and compile with switches I can’t remember atm. D’oh!

Found this, I haven’t tried it yet, but follow the readme and it should work:
.map to .ase converter

This is the . to .ase converter:

Quoted from S14Y3R.


(-SSF-Sage) #4

Or clip ground/floor or what ever brush has too much stuff touching it. The error occurs when you have too much stuff touching it if I remember right. Unless it’s different error. :stuck_out_tongue: Search with the error name and you will find help.


(Diego) #5

For testing purposes, You can surround the house with a caulk brush and recompile. The compiler will ignore anything inside the caulk box. Once you’ve confirmed that eliminating the entire house will allow it to compile correctly, reduce the size of your caulk box and move it around so that it only blocks out a portion of the house at a time.

Move the box, compile and test. Eventually, you will expose the specific area that is causing the error. Then you can focus your reductions on those specific brushes.

This is far easier than removing the entire house from the map, or blowing things away indescriminately without knowing where the problem really is.


(stebbi67) #6

This is the . to .ase converter:

http://files.filefront.com/map+to+ase+Converter+Utility+Version+32+Beta/;6823018;/fileinfo.html

Quoted from S14Y3R.

Yes I saw that thread, I believe I will convert some of my brushes that I use over and over again to ase. Thanks for the tip.

Or clip ground/floor or what ever brush has too much stuff touching it. The error occurs when you have too much stuff touching it if I remember right. Unless it’s different error. Razz Search with the error name and you will find help.

Well I have a roof with a lot of brushes on the top of it but removing those did not help unfortunately. It was a good suggestion.

For testing purposes, You can surround the house with a caulk brush and recompile. The compiler will ignore anything inside the caulk box. Once you’ve confirmed that eliminating the entire house will allow it to compile correctly, reduce the size of your caulk box and move it around so that it only blocks out a portion of the house at a time.

Move the box, compile and test. Eventually, you will expose the specific area that is causing the error. Then you can focus your reductions on those specific brushes.

This is far easier than removing the entire house from the map, or blowing things away indescriminately without knowing where the problem really is.

That is just simply good thinking :slight_smile:

Thanks everyone.

Stebbi67