max_tw_verts (12) exceeded?


(mike9977) #1

this only happens when i do a light compile, -meta works? can anybody help?


(EB) #2

you must have complex structural brushwork…

Did you use detail brushwork in your map and if so; what percentage is detail ?


(]UBC[ McNite) #3

mike, for all compile errors plz use the SEARCH function, because they all have been talked about and solved before…


(mike9977) #4

oops im sry lol how do i check my % of detail?


(EB) #5

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 ?


(mike9977) #6

yea i did entitys have to be detail?

i did like 90% of the detail


(EB) #7

…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:

  1. If you can’t find the offending area, then run the -light phase with the -lomem string to disable the trace tree subdivision.

  2. Your map may be quite complex. Did you use a larger _blocksize key? Try _blocksize 8192 (or 16384) in the worldspawn.


(mike9977) #8

ok thx i got it working