Hello
Now for the second and probably not the last time I’ve hit one of q3map2’s limits. The first was MAX_MAP_BRUSHES, to get around that one I had to write a script which reduced the number of triangles by merging similar brushes. But now I have hit the MAX_ORIGINAL_EDGES limit, which - from what I can understand from the q3map source code - is strictly a compile time limit.
This all let me to wonder why the limits are so small. I know the more complex/large a map is the more likely you are to run into performance problems when playing. But I think it would be better if the mapper would realize this on their own, when their maps runs at 10 fps or something.
I suppose some of these limits that q3map2 has to enforce are dictated by the bsp files it creates, or by the game played. But I would like to hear if some of these limits could be adjusted.
Just wanted to hear if it is possible.
Also is there a maximum visual distance in ET? I seems to have hit that one too :disgust: cause my terrain appears and dissappear when turning around.

