Tremulous Forum
Media => Mapping Center => Topic started by: swamp-cecil on February 06, 2011, 04:13:41 pm
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ERROR: MAX_PATCH_PLANES
The visible brush face is being split too many times. Extra vertex points are created by q3map on visible face edges, where they are split by other visible face points (corners, or vertices). So if you have too many visible face points touching the edges of another face, that particular face will be split many times and have many vertex points.
yeah...I dont really understand to complex mapping descriptions...does it means my patch has to many vertexes?
Technically, my map has one 31x31 patch mesh which is probably the problem.
So..do i just remake the patch mesh with 23x23 or is it something more smaller?
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If you using patch as 'ground' surface, then try use brushes instead (or, if you not lazy and skilled enough - models). Patches not so usable on maps in most cases.
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Did you by any chance make terrain out of that patch? Terrain should be made with trisoup.
If not, perhaps a very large patch somewhere?
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Did you by any chance make terrain out of that patch? Terrain should be made with trisoup.
If not, perhaps a very large patch somewhere?
It is a very large patch. 31 x 31.
I was also looking thorugh "tremulous MAX_PATCH_PLANES" on google in school (Evil me >:) ) and found that if it it conflicting with a skybox, it would cause this error. Since my map is technically a big patch terrain and skybox, it is probably the problem. Ill check for any problems there.
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I don't think it's the skybox + patch that is the problem... I think this error is caused if there are too many patch surfaces, and if you have a huge patch it will be subdivided A LOT and create lots of patch surfaces. Anyway, DO NOT MAKE TERRAIN OUT OF PATCHES.
For trisoup terrain:
1. Make a 64 x 64 x 16 gu brush (or 128 x 128 x 16 for lower quality but less work),
2. cut it in half diagonally,
3. make copies of that side by side,
4. go to vertex mode,
5. select some vertices on the surface and the ones directly below them,
6. use numpad +/- to move those up/down, or drag them to the side with mouse
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I don't think it's the skybox + patch that is the problem... I think this error is caused if there are too many patch surfaces, and if you have a huge patch it will be subdivided A LOT and create lots of patch surfaces. Anyway, DO NOT MAKE TERRAIN OUT OF PATCHES.
For trisoup terrain:
1. Make a 64 x 64 x 16 gu brush (or 128 x 128 x 16 for lower quality but less work),
2. cut it in half diagonally,
3. make copies of that side by side,
4. go to vertex mode,
5. select some vertices on the surface and the ones directly below them,
6. use numpad +/- to move those up/down, or drag them to the side with mouse
Ill try that, however i do say patch meshes work extremely well for terrain, but probably harder for blending.
I tried putting playerclip inbetween the patch and the skybox. Didnt work
I removed the skybox and replaced it with black backround. If this works, i will still use the trisoup technique to be able to have terrain.
The only thing that should be used for terrain as patches is if its small and has many mountains inclines.
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Large patches (anything > a large rock) as terrain are problematic in many ways. Just make terrain out of trisoup.
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...and patch terrain has clipping issues too - structures falling through, near-unavoidable glitchbuilding, etc.
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Ok, So, i Tri'ed Soup (Silly Pun) and it works, but not as good at patch terrain and a lot harder, but as taiyo mentionned its a lot less glitchier.
I still havent tried the version of my crapmap without the skybox. My main and important over 25000 brushes map is higher priority.