MAX_EDGE_LINES limit (Compiler limit, Darkplaces limit?)

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Postby tZork » Tue May 29, 2007 7:16 pm

Apprentice wrote:
esteel wrote:Well that other guy was banned for several reasons and all the other mappers here seem to be able to map correctly and do not need to hack the map compiler.. so.. i'd still say you do something wrong ;)

I probably did but I don't know where and getting through 20.000+ brushes to find that one (or two) brushes that are wrong is simply not do-able, hense I asked for the hacked compiler . . .


Nono its not one or two brushes thats to blame its the overall edges beeing to plentyfull (been using the CSG lately? ;) Optimize your shapes and perhaps turm some comprex repetetive gemoetry into models and opyimize thise by hand.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Apprentice » Thu May 31, 2007 7:34 am

tZork wrote:Nono its not one or two brushes thats to blame its the overall edges beeing to plentyfull (been using the CSG lately? ;) Optimize your shapes and perhaps turm some comprex repetetive gemoetry into models and opyimize thise by hand.

At this stage, I think that I can better abandon the whole thing . . .
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Postby esteel » Thu May 31, 2007 7:52 am

If your map is that big you want to abandon it? Must have been a lot of work, why do that?
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Postby Apprentice » Thu May 31, 2007 8:29 am

esteel wrote:If your map is that big you want to abandon it? Must have been a lot of work, why do that?

It was and I got it compiled using -notjunc, but that's nothing more then a quick turn-around and without that hacked compiler, I'm basicly where I've started . . .
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Postby esteel » Fri Jun 01, 2007 12:59 pm

Isn't it better to just fix the map then rely on strange hacks that should not be needed if its done right from the start? :) Especially if it was that much work..
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Postby Apprentice » Fri Jun 01, 2007 2:46 pm

esteel wrote:Isn't it better to just fix the map then rely on strange hacks that should not be needed if its done right from the start? :) Especially if it was that much work..

Again, the map is over 20.000 brushes so "fixing" it isn't really an option. Besides, I can compile it with -notjunc though it would've been preferable if I can compile it without the parameter . . .
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Postby ihsan » Fri Jun 01, 2007 5:12 pm

Just as a co-incidence i got the same error on a map I compiled yesterday.
My findings were
1. This fails on the lighting portion of the compile process
2. The cause was a 16 face prism brush (beveled at one edge). This single brush almost DOUBLED the BSP build time. I don't remember if it was a detail or not.

If Apprentice has a few brushes with many faces he should try removing them just as a test. The difference in build time may be STAGGERING.
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Postby tZork » Fri Jun 01, 2007 5:28 pm

Most likely not a detail then. yeh complex brushed are generaly a bad thing, avoid if at all possible.

That usualy means split the geometry into a few simple brushes or make a model out that that section/detail.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

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