ProblemWhat does this mean
************ ERROR ************
AllocWinding failed: MAX_POINTS_ON_WINDING exceeded
[
mehoo]
SolutionImagine the first square is you looking at the end of a brush. the face has 4 vertices. Now, in the second picture, we have another brush, the face which you can see is co-planar with the first face, such that the two vertices touch one edge of the face. the compiler will split that edge on the first face and add the two vertices shown in green to it, making it now have 6 vertices. With multiple repeated brushes, this can quickly build up to the max of 64. [
djbob]
[Addendum] Max_points_on_winding can be avoided to an extent by judicial use of
Detail flagging non-structural brushes volumes which do not cause the compiled to split surfaces. In other words architectural features that do not 'contain' or 'seal' the level, ancillary features like lanterns, lamps and other items, can be grouped together and assigned the "
Detail" flag - they will then be compiled as 'Non-Solid' map data so won't cause a split in anything they touch.
Alternatively converted these same features to models (subject to entity limits). [
kat]