Author Topic: TW VERTS Exceeded, what exactly is it?!  (Read 7459 times)

amz181

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TW VERTS Exceeded, what exactly is it?!
« on: January 02, 2009, 07:37:09 pm »
Ok first of all let me apologise in advance if this turns into a bit of a rant. But i am just so damn peed off with this recurring compile error that i always get! I thought i understood what the error was but evidently not, as this is about the 4th map ive been trying to do an hey presto this idiotic error comes up.

Also i know theres plenty of threads on it already, but i really need in depth help because this is actually ruining all my maps before theyre finished.

If you dont know the story, when i compile, an error comes up saying Max TW VERTS exceeded. Apparently its because something in my map it to cut up.

I originally thought that this mant that something in my map had to many overlapping brushes in it. Evidently i was wrong.

So can someone please tell me exactly what causes, it, and what is commonly the source. Explain it as if you were talking to an idiot, because i am clearly out of my depth.

On on of my previous maps it was a prism that caused it, but i couldnt understand because it only had 15 sides?

and it always seems to bloody happen to me! Even on my first map which was an extremely basic box room map it still happened.

Please help.

« Last Edit: January 02, 2009, 07:41:44 pm by amz181 »

Kaleo

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #1 on: January 03, 2009, 12:49:59 am »
I think I had these problems on my old computer. It may be caused by your computer not having enough RAM to compile the map properly. I had this problem when my maps became too large.

Also, your not on a mac are you?
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Odin

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #2 on: January 03, 2009, 02:01:28 am »
MAX_TW_VERTS appears when you have a brush with more than 12 sides and you are using an old version of q3map2. Try using the q3map2 that is shipped with NetRadiant. Just download, extract q3map2.exe(or for whatever platform you use), and overwrite the one that is currently installed with it.

amz181

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #3 on: January 03, 2009, 02:43:04 am »
kaleo> its windows.

and its not the size of the map, because the most recent of my attempts and compiling was merely trying to compile a single damn room!

Odin> I swear people have nice round prims in their maps, how the hell are you supposed to get nice round things without more than 12 sides. Ill try cutting down the sides and see if it solves it.

And what does that version of Q3map2 do that my ver doesnt?

thanks alot you too, ill see if it works.

your face

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #4 on: January 03, 2009, 03:40:19 am »
And make sure it's detail brushed.
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n.o.s.brain

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #5 on: January 03, 2009, 05:54:28 am »
And what does that version of Q3map2 do that my ver doesnt?
The ability to compile brushes with more than 12 sides.

UniqPhoeniX

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #6 on: January 03, 2009, 08:58:04 am »
Odin> I swear people have nice round prims in their maps, how the hell are you supposed to get nice round things without more than 12 sides. Ill try cutting down the sides and see if it solves it.
Use patches for round things.

Odin

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #7 on: January 03, 2009, 09:14:14 am »
Odin> I swear people have nice round prims in their maps, how the hell are you supposed to get nice round things without more than 12 sides. Ill try cutting down the sides and see if it solves it.
Use patches for round things.
In fact patches actually have a pretty low poly too. The difference is in their shading technique. Patches will automatically appear to be phong-shaded(someone please correct me on the actual type of shading used on patches), and automatically change their LOD depending on how close you are, so they always appear smooth. To test this, try enabling r_showTris and watch a pipe's geometry as you move out and inward towards it.

amz181

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #8 on: January 03, 2009, 01:31:59 pm »
i can distinctly remember hearing patches create a bit of lag?

Evoc

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #9 on: January 03, 2009, 01:40:10 pm »
i can distinctly remember hearing patches create a bit of lag?

That' a meaningless statement, because EVERYTHING causes lag (to an extent).

But yes, use patches. They're good for barrels, pipes, tubes, etc. They're also far more efficient than those 12-sided sphere brushes that you can generate. RE: They change their LOD (level of detail) depending on your distance away from them.

They're lots of posts on patches. Just search around if you need any help. :D
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amz181

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #10 on: January 03, 2009, 04:09:41 pm »
can some1 please tell me exactly how to setup the new version of q3map2 because i got a load of errors so i just uninstalled everything. Please help.

WaxyChicken

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #11 on: January 03, 2009, 07:44:09 pm »
This may be dumb questions but:                1- did you get a new game.qvm (someone correct me on the extension)? and where did you put it?                    and 2- can you /devmap any map that comes with tremulous without getting errors?

amz181

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #12 on: January 03, 2009, 09:14:37 pm »
i have TJWs QVM, i put it where the old QVM usually would be.

And yes i can devmap maps

Kaleo

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #13 on: January 04, 2009, 08:45:16 am »
Another thing people haven't mentioned is that patches are not treated like brushes, and as such, can go through brushes, or visa-versa, without any negative reprecussions.
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Evoc

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #14 on: January 04, 2009, 03:43:57 pm »
Yeah, and, correct me if I'm wrong, but they're automatically excluded from vis calculations...basically, they're detail brushes.

ALSO, if you want your patches to have shadows, make sure to include -patchshadows in the light stage of your compile.
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amz181

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #15 on: January 05, 2009, 04:28:20 pm »
I am actually becoming distraught. I have deleted everything on my map remotely close to being near 12 verts. and when i tried to get the q3map2 from netradiant, and i try to compile, the black window comes up for a split second and just dissapears, no errors, no anything.

Can you point me to a download link with the whole netradiant+q3map2 already setup?

please  :'(

WaxyChicken

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #16 on: January 05, 2009, 06:15:30 pm »

If you upload one of the .map files that you are having
trouble with i'll take a look at it later and see what
issues there may be.

Survivor

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #17 on: January 05, 2009, 06:22:38 pm »
I'm curious, did you use vertex manipulation?
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amz181

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Re: TW VERTS Exceeded, what exactly is it?!
« Reply #18 on: January 05, 2009, 10:09:52 pm »

If you upload one of the .map files that you are having
trouble with i'll take a look at it later and see what
issues there may be.

thanks alot, ill try and post a link tomorrow.

survivor> none whatsoever. thats why im so annoyed, its literally one room, with barely any detail.