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Зарегистрирован: 01.01.70
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Отправлено: 21.06.04 16:39. Заголовок: Голосование: Ошибка MAX_TW_VERTS (12) exceeded
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Не зарегистрирован
Зарегистрирован: 01.01.70
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Отправлено: 22.06.04 19:59. Заголовок:
вот, переводи :) ERROR: MAX_TW_VERTS exceeded: If you have this error, then you have a cluster of geometry getting sliced up too much in the compile. If you can’t figure out where the problem is, then compile your map using Q3map2 with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt) then run your map and look for areas with lots of portals (the portals should appear as colored transparent walls in the game if you used the -dbugportals switch). Once you find the area that looks like it might be causing the problem, see if you can cut down on the geometry there and/or make sure your using detail brushes as well instead of only structural brushes. If you can’t figure out where the problem is, then your only option is to run the -light phase in the compile with the -lomem switch (using Q3map2)to disable the trace tree subdivision, but use that as a last resort. еще: The trick is to basically reduce the amount of ’complex’ (stuff that doesn’t follow the grid) data being used to create these splits and the resulting BSP file (one of the reasons why the ’caulk hull’ build method has it’s uses) насколько я понял - упрости структуру карты, и все. мелкие брашики, которые не касаются вакуума и не создают коридоры, основные стены и т.п. - сделай detail brush А причем тут голосование?
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