Max Trace Winding VertexesTechnologyA trace winding is created for every triangle in the map and then chopped up into the BSP, then further chopped up until each of the raytracer's nodes is smaller than a certain size or complexity.
ExplanationHitting
MAX_TW_VERTS means you have got some clustercrunch of geometry getting sliced up too much. Run a BSP compile with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt, or you are editing with the newest version of Gtk) with no vis or light stage, and run around the map looking for areas with lots of portals.
Other Possible Fixes:
- If you can't find the offending area, then run the -light phase with the -lomem string to disable the trace tree subdivision.
- Your map may be quite complex. Did you use a larger _blocksize key? Try _blocksize 8192 (or 16384) in the worldspawn.
A big thanks goes out to Ydnar for his lengthy explanation of this error. [
Raven]
[Addendum] Generally speaking, only Structural brush volumes are split, cut and optimised (or those with 'Solid' surface properties). The Max_TW_Verts error there for tends to happen not just in complex levels but those composed largely of Structural brushwork. Avoiding this error then, like most, is a matter of constructing the level in a way that keeps Structural brush volumes and their intersection to a minimum -
using the "caulk hull" technique and converting none-structural features to Detail is recommended.

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kat]