MAX_TW_VERTS (12) exceeded in Sof2 with 2.52


(system) #1

A user of my site wanted me to ask here for him, because his english is not so good.

He had two problems running Q3map2.5.2 with sof2. First problem is that some models are totally black. If he uses the 2.3x series all is fine.

Second and worst problem for him is that he gets a “MAX_TW_VERTS (12) exceeded” if he wants to compile the -light and the compiler stops.

If he uses the old sof2map he has no problems.
I hope you have enought infos. If not i will ask him for more. :slight_smile:


(ydnar) #2

Someone, eventually, was going to get that error…

Tell your friend to invest some time learning about detail brushes and proper map construction techniques. The benefits will be numerous, even besides curing this particular ailment.

It’s similar to the MAX_POINTS_ON_WINDING error, but happens in the raytracer setup. Q3Map 2.5 and later create a BSP from the map and entities for raytracing.

As for the black models, is he using -rename in the BSP phase? That’s required to get the _bsp suffix appended to misc_model shaders.

y


(Leslie Judge) #3

Tell your friend to invest some time learning about detail brushes and proper map construction techniques. The benefits will be numerous, even besides curing this particular ailment.

:smiley:

Livingdeadjedi gets the same error.


(Leslie Judge) #4

Tell your friend to invest some time learning about detail brushes and proper map construction techniques. The benefits will be numerous, even besides curing this particular ailment.

:smiley:

Livingdeadjedi gets the same error.


(livingdeadjedi) #5

yeah i did =[[[

also just got with new q3map2

max_visiblity_exceeded

so have to use old q3map2 to render the large outside start area that shows the city…

theres no other way to build it, Distance culling is no good as you would also see it in the corridoors.
and if it was a small area it would suck.

id like to see how it handles my large gantry area that i did for carbon freeze 2

that bit was professionally made so its not anything to do with that if it goes wrong HEHE

any ideas ??


(livingdeadjedi) #6

yeah i did =[[[

also just got with new q3map2

max_visiblity_exceeded

so have to use old q3map2 to render the large outside start area that shows the city…

theres no other way to build it, Distance culling is no good as you would also see it in the corridoors.
and if it was a small area it would suck.

id like to see how it handles my large gantry area that i did for carbon freeze 2

that bit was professionally made so its not anything to do with that if it goes wrong HEHE

any ideas ??


(livingdeadjedi) #7

yeah i did =[[[

also just got with new q3map2

max_visiblity_exceeded

so have to use old q3map2 to render the large outside start area that shows the city…

theres no other way to build it, Distance culling is no good as you would also see it in the corridoors.
and if it was a small area it would suck.

id like to see how it handles my large gantry area that i did for carbon freeze 2

that bit was professionally made so its not anything to do with that if it goes wrong HEHE

any ideas ??


(livingdeadjedi) #8

yeah i did =[[[

also just got with new q3map2

max_visiblity_exceeded

so have to use old q3map2 to render the large outside start area that shows the city…

theres no other way to build it, Distance culling is no good as you would also see it in the corridoors.
and if it was a small area it would suck.

id like to see how it handles my large gantry area that i did for carbon freeze 2

that bit was professionally made so its not anything to do with that if it goes wrong HEHE

any ideas ??


(Mr_Tickles) #9

Woah, people liked pressing the submit button in this thread eh?


(ydnar) #10

Start a new thread if you have a problem. Incidentally, MAX_MAP_VISIBILITY is an old error, and solvable quite easily. Use detail brushes and/or use _blocksize.

y