Error Solution?

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

User avatar
Cheetohs
Brigadier General
Posts: 569
Joined: Sun Jan 04, 2004 6:01 am
Location: Minnesota
Contact:

Error Solution?

Post by Cheetohs »

ERROR: MAX_POINTS_ON_WINDING exceeded

There are too many vertices repeating themselves along a single axis (ie you have an extremely long single brush). It can also mean you have a "brush side polygon" somewhere with more than 64 corner points.

SOLUTION: Find the offending brush (edit -> find entity/brush, and enter the brush number.) and either delete it or cut it into smaller pieces.
Um, i tried cutting any obviously long brushes in half/thirds/fourths, etc. to make them shorter, if that be the case... i looked for any brushes with more than 64 corners... didnt find any and don't remember putting anything rediculous like that in my screwing around map....

but for the solution it tells you to search the brush, but how do you know what the brush number is!? The ***ERROR*** in the compile does not tell me...
.:c|H|EE|TO|H|s|:.
Image
Need a thorough map tester? Shine the Cheetohs signal!
m4rine
Major General
Posts: 714
Joined: Fri Apr 11, 2003 5:28 pm
Location: UK

Post by m4rine »

sorry i dunno the answer, but shouldnt this be in mapping?
"We must become the change we want to see in the world" (Mahatma Gandhi)
User avatar
Cheetohs
Brigadier General
Posts: 569
Joined: Sun Jan 04, 2004 6:01 am
Location: Minnesota
Contact:

Post by Cheetohs »

yes, yes it should... i thought i posted there but i guess not :? .. oh well.
.:c|H|EE|TO|H|s|:.
Image
Need a thorough map tester? Shine the Cheetohs signal!
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

It tends to be a lot more subtle than that. The error doesn't necessarily apply to one brush. I've seen it because a mapper had too many lamp posts aligned on the same yz axis. I've also seen it when a patch mesh had too many undulations all the same. Could be too many rungs on a ladder.
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

beam

Post by tltrude »

It could also be a roof beam and its supports, or a balcony rail and its posts. Sometimes you will see lines radiating out from the bad rail in the game.
Tom Trude,

Image
User avatar
Cheetohs
Brigadier General
Posts: 569
Joined: Sun Jan 04, 2004 6:01 am
Location: Minnesota
Contact:

Post by Cheetohs »

Could be too many rungs on a ladder.
heh, i believe it is this. I created a ladder 2552 units high :lol: (for testing purposes.)... it has about 80 rungs. Is that to many ;).

Could this error also apply to stairs? I do not have a 2552 unit long staircase :shock: but i do have a nice large chunk of stairs and steps.
.:c|H|EE|TO|H|s|:.
Image
Need a thorough map tester? Shine the Cheetohs signal!
User avatar
Cheetohs
Brigadier General
Posts: 569
Joined: Sun Jan 04, 2004 6:01 am
Location: Minnesota
Contact:

Post by Cheetohs »

w00t. It was the ladder. No error this time. And i wouldn't have done it if it wasn't for you meddling mappers. :P thanks for the advise tltrude and balr. You owe me big time :wink:
.:c|H|EE|TO|H|s|:.
Image
Need a thorough map tester? Shine the Cheetohs signal!
Ezykeyal
Colour Sergeant
Posts: 77
Joined: Fri Aug 27, 2004 10:53 am
Location: Holland

Post by Ezykeyal »

You do not have to reduce the rungs, you could split up the ladder box into multiple parts as well to get rid of common errors.
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

I'd still reduce the number of rungs or use a transparent texture with rungs. 80 rungs is at least 640 visible triangles, more if the ends are exposed.
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

what will nodraw do in this situation ? if i place it on the non-visible sides of the rungs. would it affect how many vertices are drawn?
Image
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

Use caulk, not no-draw.
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

i know, i always use caulk. but i was wondering what nodraw would do here.
Ezykeyal in caulk vs nodrawn post wrote:A brush with caulk generates the wall but has an invisible texture.
A brush with Nodraw leaves everything out.
so perhaps that should reduce the number of vertices ?
Image
User avatar
Stratocaster
Sergeant Major
Posts: 106
Joined: Fri Aug 27, 2004 8:16 pm
Location: Madrid, Spain
Contact:

Post by Stratocaster »

I assume all your rungs are detailed, aren't they?

Try splitting the ladder in two pieces, make an intermediate level and don't put the 2 pieces one just above of the other... just an idea... :roll:
CLAN FIRECLAN (SPAIN)
WWW.WEBFIRECLAN.NET Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

rungs

Post by tltrude »

I think ladders look better if the rungs are not as wide as the rails. I see a lot of noob ladders that have 8 unit rails and 8 unit rungs--the texture is always off too, ha ha. Those ladders look bad in the game. Just think how hard it would be to climb a ladder with fat rails and rungs!

If you take the time to make your ladders look good, you'll never get that error. It only happens if the rails and rungs are the same width!
Tom Trude,

Image
User avatar
Stratocaster
Sergeant Major
Posts: 106
Joined: Fri Aug 27, 2004 8:16 pm
Location: Madrid, Spain
Contact:

Post by Stratocaster »

hey you better check what Tom said. I never got that problem and I have a 4 floors high church you can climb with a ladder. I tell ya if you jump from there no matter what your health is you die... that's a lot or rungs :wink:

Try those dimensions :

rail : 4 x 4 base and whatever the height

rung : 2 x 3 base and then 40 more or less long

space rungs x 25 more or less...
CLAN FIRECLAN (SPAIN)
WWW.WEBFIRECLAN.NET Image
Post Reply