Max_Surface_verts
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Max_Surface_verts
Allright, allright, I know this is in the help with compiling errors monster thread, but after 10 minutes finding it (someone really should clean that up into one ENOURMOUS post), I found that being less creative as it suggested did not solve my problem. Can anyone expand on why I get the error? Can the skybox trigger it? My map is quite large, but I cut everything in eights and still get the problem. I'm soooo confused...
Stein Auf
Pk3s
It might not be just your map. Did you try moving all the custom Pk3s to a temp folder?
I had this when i made a very tall building - i cut and past many floors on top of each other. the solution was to stagger them on the grid so the vertices are not lined up.
to test it easily - create a duplicate skybox of your map - give it the same worldspawn attributes and a info_start. name it - mymapname_test. Now whenever you want to test some specific part in your map you can select it and open it in your test map. compile that one part (takes much less time and will region out the rest of map to isolate potential problems)
You can perfect portions in your test map much quicker then save them to your .map.
bdbodger's entry in the error sticky -
to test it easily - create a duplicate skybox of your map - give it the same worldspawn attributes and a info_start. name it - mymapname_test. Now whenever you want to test some specific part in your map you can select it and open it in your test map. compile that one part (takes much less time and will region out the rest of map to isolate potential problems)
You can perfect portions in your test map much quicker then save them to your .map.
bdbodger's entry in the error sticky -
bdbodger wrote:Most of these errors speak for them selves
max_surface_verts
If you try for example to make a sphere you get that I think it is just too many vertecies on a surface or touching a surface it may also be the same error you get when you make a ladder and have too many rungs touching the rails . You just have to cut the rails into several brushes to avoid that error . As for Guderian's post those errors can be ignored most of the vehicle shaders don't have a surface type . For static models you have a .map file in the static directory for the vehicles collision that is made from clip brushes such as metal clip or tank clip . Those give the correct effect and surface sounds not the models texture . For script models the model targets clip brushes that have been made into a script object such as the opel truck you select form the amimate directory I think it is in . The script object is placed under the map or out of the way and it's used for the models collision .
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am

