Author Topic: MAX_TW_VERTS (12) exceeded only happens when I compile with the lights ?  (Read 4184 times)

|GBA|QweefZilLa

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I know I don't have any structures with 12 or more sides so that's not the issue... I can compile the map and have it work fine if I skip the compile part that loads the lights I put in ... then it starts up just fine but if I go and compile all my lights it gets this error (MAX_TW_VERTS (12) exceeded)this is very odd that it works without compiling the lights but when I wanna test and make sure I have enough lighting in my map I get that error :(

And before you guys say did you use the search thing ... I did and I even googled this too.

your face

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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.

To figure out about detail brushes (which is most likely the issue), see here.
« Last Edit: July 27, 2011, 05:12:46 am by your face »
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