MAX_PATCH_PLANES error - need a little help


(Mikey_D) #1

Hi guys,

i am trying to create a river that runs through my map out of a patch mesh but it is being created with too many patches so i am recieving the MAX_PATCH_PLANES error when trying to run the map.

Is there any way to reduce the number of patches? or a better way to create the river?

I have tried using less vertices but the number of patches is still too large.

Also is there any way to know if the limit has been exceeded before compiling?

thx in advance


(Irrelevant) #2

I think you’ll get some odd effects if you give a patch a water texture.

I’d make the thing out of a lot of brushes, clipped to fit.


(seven_dc) #3

Hi,

Is your river made of patch mesh or the map? I suggest that you make all out of brushes. Use terrain to create “empty” river and fill it with some water brushes. No matter if they colide with the terrain.

If you insist of making the river of pathes use them only where they are needed example in corners.


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(Mikey_D) #4

yeah i made the river out of a patch mesh. The river bed is already carved out of the terrain.
I initially tried to make it out of multiple brushes but you could see where they joined and it looked cack.
Is it possible to weld vertices of different brushes together to get rid of this effect?

It might be possible to make the river out of one huge brush and clip it to size, i will give it a go.

thx for the suggestions so far


(seven_dc) #5

Yes. You can and should create on huge brush and clip it using the clipper tool. Located in the Radiant menu buttons. You do not need to make perfect clipping, just the basic for the performance reasons.

Clipping tutorial at the end of the page:
http://mapdesign.free.fr/mapping/basic_techniques.htm


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(Mikey_D) #6

thx for the help i appreciate it :drink:


(Shallow) #7

There’s no problem with using multiple brushes to create water - it’s simply a matter of going about it the right way. Build the brushes that will be your water and then select them all and apply a non-drawing water shader. Deselect, and then select all the top faces on all the water brushes at once and apply the visible shader that will be the water surface. This means you don’t get the problems from adjoining faces being drawn, and all the top surfaces align nicely.

If your river has bends in it using one brush won’t be such a good idea because you’ll get big areas of overdraw where the water is drawn underneath terrain and other map structures.


(seven_dc) #8

If your river has bends in it using one brush won’t be such a good idea because you’ll get big areas of overdraw where the water is drawn underneath terrain and other map structures.

Unless you use clipping tool effectively.


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(SuperC) #9

I had the same problem…did you use bézier patches for ur map, if so that the problem


(Mikey_D) #10

hmm thx for the suggestions, i tried using one brush but the river is too bendy so there was loads of overdraw, i have managed it with just two brushes. I hadnt considered a non drawing water shader i will try that.