I get that error every time I compile my map, except when I compile it with BSP -meta only.
What does it mean?
I tried google and read something about having a cluster of geometry getting sliced up too much in the compile.
But I can't find it on my map... No clue what so ever.
Any idea's on how to fix it though?
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MAX_TW_VERTS (12) Exceeded
#5
Posted 08 April 2008 - 07:01 PM
detail and structural are essentially the same, except structural blocks VIS (what the engine draws depending on where you are looking in the map). a good way to see what the engine is drawing is to use "/r_showtris 1" (0 to shut off) in the console when testing your map. sometimes you'll be surprised on what it is drawing. when you want to start focusing on improving FPS, this is when hint brushes can be used, but that's an advanced topic.
the basic rule i follow when building a map is to make every brush detail except the hull brushes (those that separate the inside of your map from the void). i also keep the hull as simple as possible, as this will typically compile faster. patches should always be detail. ut4_dealey_b2 is a large open map and is all detail, except for the skybox brushes and a simple underground hull that the player never sees.
large open maps are a challenge, so natural boundaries like large hills or buildings might help if hinting is done properly. for blocking vis as best as possible in large open areas, you have to get creative with structural and hint brushes. here is an example from dragonne and one of his druglord maps:
http://forums.urbant....html#msg119305
continue reading that thread for some more info on hinting by bladekiller, keres, and null.
the basic rule i follow when building a map is to make every brush detail except the hull brushes (those that separate the inside of your map from the void). i also keep the hull as simple as possible, as this will typically compile faster. patches should always be detail. ut4_dealey_b2 is a large open map and is all detail, except for the skybox brushes and a simple underground hull that the player never sees.
large open maps are a challenge, so natural boundaries like large hills or buildings might help if hinting is done properly. for blocking vis as best as possible in large open areas, you have to get creative with structural and hint brushes. here is an example from dragonne and one of his druglord maps:
http://forums.urbant....html#msg119305
continue reading that thread for some more info on hinting by bladekiller, keres, and null.
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#7
Posted 08 April 2008 - 09:11 PM
Quote
So, if the player were to not know anything of the map, there would be no way for the player to know if a certain brush is detail or structural? And thank you very much for your detailed explanation, it's what I was really looking for.
the player has no idea if a brush is structural or detail.
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