Yo, hi there; I?ve got a very large map and when compiling, it cancels and says: "Max_surface_verts". I had a look in the prob-n-solution-thread but a similar "Max_surface_info" was given a "don?t-really-know"-smiley.
but it mentions that corrupt textures or pk3?s make trouble?!
I have never seen that error, but "verts" are verticies or points that can be moved in LOD terrain or patch mesh. Make a copy of your map and reduce the size of it before you try compiling again. Very large maps have poor preformance and gameplay is not good.
Well brushes have vertices too. I think this error happens when you have a very large brush somewhere. Maybe a ladder? If so, split it up in a number of smaller brushes and see if that helps.
I solved the problem by deleting several areas of the map, and i guess, the offending brush must have been in one of them. But I don?t know exactly, perhaps, there are even several brushes that cause troubles... Is there any possibility to see where the compiler stopped? At which entity or at which brush; to type its number in "Search a brush" and repair/change it?!
By my experience, it is usually, but not always related to ladders that are way too long. Or, another type of 'busy' brush that is very long. Depending on the size of your map there are a couple things you can do.
First consider the farplane distance and when making long streets or walls, etc, try NOT to make it all one piece. I try to keep long segments a max of 1024 units. WHY? Because, in my humble opinion, the farplane is calculating distance, and if a single brush is say 4000 units long, it has to draw the whole thing...where if you have 4 brushes making up the long segment, like a street, for example, the game draws one at a time as the player progresses. This is all dependent on the farplane distance. Which, by the way, I always calculate and use in combinations of 256 or 512 units. Makes sense as that is how the game measures it's grid...
Useless, somewhat off topic maybe, but in some way I hope helpful.
So, bottom line, watch your lengths...makes for neater compiling also and save A TON OF HEADACHES if you use VIS LEAF GROUPS.