this only happens when i do a light compile, -meta works? can anybody help?
max_tw_verts (12) exceeded?
you must have complex structural brushwork…
Did you use detail brushwork in your map and if so; what percentage is detail ?
mike, for all compile errors plz use the SEARCH function, because they all have been talked about and solved before…
by “guesstimation”…which means: guessing an estimated percentage.(not in dictionary)
(pressing control+d) will filter the detail brushes from you map.
Did you make ANY detail brushwork ?
…from an explanation by Ydnar:
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.