I’ve searched the forums, and nothing helps me. My terrain is all detail brushes, and is lined with caulk. I have made more detail brushes out of things that won’t be touched, such as radars and other high-up structures, and I STILL get this error :banghead: It is really pissing me off right about now, so can someone please help?
MAX_TW_VERTS (12) exceeded
(snip snip from map-center)
MAX_TW_VERTS = Max Trace Winding Vertexes
Technology: A trace winding is created for every triangle in the map and then chopped up into the BSP, then further chopped up until each of the raytracer’s nodes is smaller than a certain size or complexity.
Explanation: Hitting MAX_TW_VERTS means you have got some clustercrunch of geometry getting sliced up too much. Run a BSP compile with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt, or you are editing with the newest version of Gtk) with no vis or light stage, and run around the map looking for areas with lots of portals.
Other Possible Fixes:
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If you can’t find the offending area, then run the -light phase with the -lomem string to disable the trace tree subdivision.
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Your map may be quite complex. Did you use a larger _blocksize key? Try _blocksize 8192 (or 16384) in the worldspawn.
A big thanks goes out to Ydnar for his lengthy explanation of this error.
Problem solved! It seems I had a 50 sided brush somewhere :eek: :eek2: :eek3: