• 6 side squares making thousands of vertexes, HELP!
    10 replies, posted
So. Working in Hammer, im trying to create a 4 room map, i throw everything together and compile, and oops too many vertexes. somehow. so i look around, and i do not seam to have that many vertexes in general, as i had very very few brushes. The map was to be mostly prop based (i.e. trees, a building, ect). So after trying everything i could, i went to my 'go to' option, and just delete everything till the problem goes away. Then i use the cmd compile system to see what my numbers are, and nope that didnt work at all. I ended up just alt-saving then deconstructing the map. remove all props, entities (lights, nodes), triggers, ect. To the point i am left with ONLY world geometry. Compile again. And, nope. im down to: -8 Brushes -48 Brushsides and somehow -6621 Vertexes https://files.facepunch.com/forum/upload/313440/d4ec511a-12c6-4234-bc78-4371a325bcfb/VertexError.PNG Iv removed the brushes, and made the square and made it hallow on the original map already. but the error persists.
Looking at your view ports it appears that your "room" is huge, is it meant to be that big? Secondly is the room made using "make hollow" if so make the room by hand with individual brushes.
As Soviet Zombie said, make your """"room"""" smaller if 1000's of vertexes is a problem...
It's the lightmap subdivisions creating the vertices. If you need a room that large you should lower the lightmapscale on the big walls to 32 or 64 or atleast alot higher then default 16 (?). https://i.imgur.com/iPMkDfJ.jpg Odd things is. I can cram more in it. Those are 8.5k. A lil more and the compiler crashes too, tho. I think the maximum to compile should be around 16k. That means if i use old programmer numbers.
"view ports"? if you mean the vertex points, iv already zoomed to zero on them and... its just one point. the room is designed to be huge as its designed to be 4 different environments. its suppose to have 2 crossing brushes in the middle to make 4 different rooms. And because im using props, i encased the inner box with an outer box so props dont cause a leak. But, yes, i AM using the 'Make Hollow" tool. i did that with the inner and outer box. This might be a solution though, as what iv seen happen with hammer in the past, i wouldnt have guessed when i first started out. Ill give your suggestion a try.
Okay. Did some math. And i didn't know the compiler generates leaf vertices (especially for invisible geometry - WTF). A lil huge bummer having this explode with already tight limits of this old engine. https://i.imgur.com/JBlOUBG.jpg
oh god. are you saying its a leaf thing thats making vertexes? what would be my solution to this? so i can stop wasting time? no go. still produces the same error. inface it makes it worse.
I got no solution for your crash. For me it works like that. It only 'crashes' or interupts rad when the box is empty and textured and the lightmapscale too large to cut more subdivisions above ~10k vertices i managed to squeeze in there. Maybe you should just fill the map with something. Maybe try another compiler. I used the sdk13 hammer.
??? nothing crashes. The compiler halts, stating that im over my 65,000 vertexes when i do have the map filled with... the project im working on. then i decided to remove everything inside of the box to to find out why my vertexes where so high. and came down to just the basic outline of my map's edges, 8 brushes, making some 6000 vertexes. even though one square brush is suppose to make only 9 vertexes. (no idea why 9)
Okay. Your full map is over the limit? Well, you gotta lower your geometry in general then. You may not get rid of most of this box vertices. Or you remove it and use your real map surrounding/layout to build the walls around. That depends how your map layout looks how much it will decrease the vertex count. It will remove alot of excess of the grid that's over size of the map. Assuming you have an interioir map with no skybox, casue you use nodraw. I mean the skybox brushes is what should enclose your map. That is common practice.
and that last part there seams to have been the problem. I made a box around the map, encase i leak props. i just made sure all props where inside my inner rooms. then removed the outer box. and it freed up some 6000 vertexes. Weird though, as iv seen people use this method before with no problems. i even used this method in the construction of rp_2300.
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