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Game Editing => Q3Map / Q3Map2 Compile Errors => Topic started by: kat on June 25, 2015, 07:31:41 PM

Title: MAX_TW_VERTS
Post by: kat on June 25, 2015, 07:31:41 PM
Max Trace Winding Vertexes

Technology
A 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.

Explanation
Hitting 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:
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 (http://www.katsbits.com/tutorials/blender/map-open-level-editor.php#structural).

(https://www.katsbits.com/images/tutorials/blender-make-maps-levels/map-level-editor-detail-gaps_sml.jpg) (http://www.katsbits.com/tutorials/blender/map-open-level-editor.php#structural)

[kat]