Something-something vertex size Created 18 years ago2005-08-17 05:54:07 UTC by Rory Rory

Created 18 years ago2005-08-17 05:54:07 UTC by Rory Rory

Posted 18 years ago2005-08-17 05:54:07 UTC Post #128092
Blahblah-dunno-what-this-part-says (####>####) tell programmer to up VERTEX_BUFFER_SIZE

What does this mean? I'm getting this error when im play-testing my map and it just freezes all the sudden and quits with this error.
Posted 18 years ago2005-08-17 07:58:37 UTC Post #128114
From Interlopers error list:

You have too many dynamic vertices. These are points that make up entity brushes (like func_doors) and perhaps also models.
Tie as much of these entity-brushes to either world (de-entify them) or func_detail (the only, non-dynamic entity).
don't be confused with hl1: func_wall should not be used to optimize your map! Instead use func_detail.
Trapt Traptlegend
Posted 18 years ago2005-08-17 12:15:03 UTC Post #128145
I sure wish hl1 had something like func_detail... :tired:
Daubster DaubsterVault Dweller
Posted 18 years ago2005-08-18 03:40:16 UTC Post #128200
HL 1 had func wall.
Posted 18 years ago2005-08-18 12:25:52 UTC Post #128308
HL2 does have func_detail. :cyclops:
Posted 18 years ago2005-08-19 03:34:52 UTC Post #128414
I deleted some of entities, and the number went from
33275>32785
To
34478>32785

Uhh, help?
Posted 18 years ago2005-08-19 04:14:44 UTC Post #128416
It's being caused by one entity, I'd guess, generating lots of temporary stuff.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-19 04:39:25 UTC Post #128426
I keep deleting entities and solids and it keeps going up, now its at 37756>32785 (or whatever the cap is)
Posted 18 years ago2005-08-19 14:05:55 UTC Post #128486
32768, I imagine. I doubt it's in proportion to the entity counts. Use the Big Block Error-Solving Method detailed on the VERC &| RUST.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-19 17:31:00 UTC Post #128515
Map Statistic (This should help)

Entities: 144
Brushes: Around 800-1200
Most Used Entities: Light, Func_door, trigger_multiple
Tallest Brush In Map: 2250
Map Size (X Y Z): 17976 - 14540 - 4241
Error Log: No Errors Were Found
Compile Log:

** Executing...
** Command: "c:program filesvalvesteamsteamappsrory84sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrory84half-life 2 deathmatchhl2mp" "C:HL2MAPZrp_rorytown_b1"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappsrory84half-life 2 deathmatchhl2mpmaterials
Loading C:HL2MAPZrp_rorytown_b1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 128 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:HL2MAPZrp_rorytown_b1.prt...done (9)
Creating default cubemaps for env_cubemap using skybox sky_day01_08...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1305644 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (2) (3022697 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:HL2MAPZrp_rorytown_b1.bsp
45 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5

** Executing...
** Command: Copy File
** Parameters: "C:HL2MAPZrp_rorytown_b1.bsp" "c:program filesvalvesteamsteamappsrory84half-life 2 deathmatchhl2mpmapsrp_rorytown_b1.bsp"

Carved Brushes: Were removed and rebuilt as uncarved brushes.
Main area for vertex error: A building in the corner of the map. I tore this building down and rebuilt it without all the technical stuff. Error still comes.

I'm not running vis because I'm not compiling 2 hours every time I fix something that causing this vertex error.
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