Tremulous Forum
Media => Mapping Center => Topic started by: Baxter on March 21, 2007, 11:20:19 am
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I get this error when trying to compile with any setting besides -meta
=== running BSP command ===
"C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath "C:/Program Files/Tremulous/" -light -fast -super 2 -fs_game base "C:/Program Files/Tremulous/base/maps/Comcenter.map"
Connected.
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
--- InitPaths ---
VFS Init: C:/Program Files/Tremulous//base/
VFS Init: C:/Program Files/Tremulous//baseq3/
--- Light ---
Fast mode enabled
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Map has shader script C:/Program Files/Tremulous/base/maps/../scripts/q3map2_Comcenter.shader
entering scripts/shaderlist.txt
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
WARNING: Unknown q3map_alphaMod method: dotproduct2
WARNING: Unknown q3map_alphaMod method: dotproduct2
entering scripts/tremor.shader
entering scripts/uncreation.shader
entering scripts/common.shader
entering scripts/common-trem.shader
WARNING: Unknown surfaceparm: "nobuild"
WARNING: Unknown surfaceparm: "noalienbuild"
WARNING: Unknown surfaceparm: "nohumanbuild"
Script file scripts/ix.shader was not found
Script file scripts/moria.shader was not found
Script file scripts/tim.shader was not found
entering scripts/titan.shader
Script file scripts/trem2.shader was not found
Script file scripts/stone.shader was not found
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
473 shaderInfo
Loading C:/Program Files/Tremulous/base/maps/Comcenter.bsp
Loading C:/Program Files/Tremulous/base/maps/Comcenter.srf
--- LoadMapFile ---
Loading C:/Program Files/Tremulous/base/maps/Comcenter.map
entering C:/Program Files/Tremulous/base/maps/Comcenter.map
3 light entities
--- SetupBrushes ---
136 opaque brushes
--- SetupSurfaceLightmaps ---
669 surfaces
561 raw lightmaps
46 surfaces vertex lit
623 surfaces lightmapped
615 planar surfaces lightmapped
0 non-planar surfaces lightmapped
8 patches lightmapped
0 planar patches lightmapped
--- SetupTraceNodes ---
************ ERROR ************
MAX_TW_VERTS (12) exceeded
What is max tw verts? please help
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Google (http://www.google.com/search?hl=nl&q=MAX_TW_VERTS)
Tremulous Forum (http://www.tremulous.net/phpBB2/viewtopic.php?t=3230)
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Just try make ur brushes not overlap each other...
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Just try make ur brushes not overlap each other...
In general, it is a good idea to map very neatly. Most compile problems are the result of sloppy brushwork or strange and deformed brushes.
When you build something, use as few brushes as possible to build it and keep those brushes as simple as possible too.
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would it be that i'm using csg_hollow to make rooms?
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yes
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would it be that i'm using csg_hollow to make rooms?
Hollow is good function for rookies... But real soldier must do rooms by his own hands! Anyway... if u use hollow just after it select floor and celling and make it smaller. =]