Max_Map_Verts Error Compiling Created 11 years ago2013-05-14 14:47:00 UTC by Kaner Kaner

Created 11 years ago2013-05-14 14:47:00 UTC by Kaner Kaner

Posted 11 years ago2013-05-14 14:47:00 UTC Post #313525
Hello everybody! :)

Compiling my map I get the error max_map_verts. I googled it but with no success I haven't got any clever solution.

My map is huge and I use high resolution textures, so I small-scaled ( < 1 ) them to increase the details. If I don't scaled them I don't get this error when I compile.

My question is simple, is there any way to keep the high textures with a small scale in brushes and get a correct compilation?

Thank you for answering! :)
Posted 11 years ago2013-05-14 15:04:35 UTC Post #313526
Try the newest compile tools, they lift some of the original limits afaik.
Daubster DaubsterVault Dweller
Posted 11 years ago2013-05-14 15:07:47 UTC Post #313527
Minimum scale is 0.1 and maximum is 10. Usually you will only ever need:

0.25 / 0.5 / 1 / 2 / 4

Also, max map verts can be caused by complex brushes, a lot of them, and by a lot of cut ins into brushes.
Also 256x256 is the best size to use as maximum. I remember 512x512 causing errors if used too much.
Stojke StojkeUnreal
Posted 11 years ago2013-05-14 15:15:20 UTC Post #313528
I've already used the vluzacn 30 compiling tools.

The fact is I set a 0.25 scale in the most of the brushes to get the detail high. Can I keep this?
Posted 11 years ago2013-05-14 15:55:08 UTC Post #313529
Yes you can. How big are the textures (resolution) and how many different one do you posses in your map?

Also, do you have complex brushes or cut ins?
Cut ins are when one brush is into another.
Stojke StojkeUnreal
Posted 11 years ago2013-05-14 16:35:59 UTC Post #313531
The resolution is 512x512 in the most textures, they are over 50.
There isn't any cut brushes.
Posted 11 years ago2013-05-14 17:19:58 UTC Post #313532
Are you sure you need such large textures?
You can always test compile by exporting all textures and reducing their size by 2x to see if that will fix the problem.

I think large surfaces with such big textures create problems.
Stojke StojkeUnreal
Posted 11 years ago2013-05-14 17:20:53 UTC Post #313533
I want to show you how is the difference between a big texture with a small scale and a fitted texture:

http://postimg.org/image/izy2wuprd/
Posted 11 years ago2013-05-14 17:28:25 UTC Post #313534
Divide the brushes could solve the problem?
Posted 11 years ago2013-05-14 18:00:21 UTC Post #313535
You could try.

And 512x272 is not really a good texture size for optimization.

You should really stick to these sizes:
64x64 / 64x128 / 128x128 / 128x256 / 256x256 / 256x512 / 512x512
Also stepping in 32 is ok (ex: 192 / 384)
Stojke StojkeUnreal
Posted 11 years ago2013-05-14 19:32:14 UTC Post #313536
Im not trying to optimize the map, just Id like it gets compiled.

If I don't scale <1 any texture, the vertex information in the compilation is:

vertexes 45035/65535 (68.7%)

So, when I scale some textures <1 the vertexes increase beyond the limit.

Finally, I think I'm going to use low resolution textures if I want to compile the map.
Posted 11 years ago2013-05-15 04:32:33 UTC Post #313538
Thats what i meant by odd texture size. The compiler cuts depending on texture size and max cut size.
By making All textures so small you create more cuts than necessary.
Also how big is that map? Did you optimize it with Null/Bevel?
Stojke StojkeUnreal
Posted 11 years ago2013-05-15 04:41:45 UTC Post #313539
In general, you have to really restrict your foot on the gas pedal when it comes to level-of-detail in your GS mapping(it actually makes you a better mapper imo, doing more with less resources).

would love to see the map you are working on =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-05-15 16:25:16 UTC Post #313553
I'm mapping the high school where I worked, I'm building everything inside, I think that's why the compiling process exceed some limits.

http://postimg.org/image/w4jjbj0zh/

I read about bevel, sky and null texture to optimize, since the bevel texture decreases the vertexes amount, I decide to use it.

However I'm not sure if I'm doing it in the best way. I set the bevel texture to all the brushes of the map, then I just change the faces of that brushes which could be seen in-game.

I'm not sure if it's useful to set bevel/null/sky texture to a face of a brush which is out of the map (facing to nowhere) or this is irrelevant.

How is the correct way to use that kind of special textures? Is there any trustable tutorial about it?
Posted 11 years ago2013-05-15 16:47:54 UTC Post #313554
Holy cow, I've attempted to make my WHOLE, AND I MEAN WHOLE school for Hl-2, I just looked around the whole school with some friends for 2 hours and realized it's gonna be a bugger to do. So many stuff, and since Gold Source (I dont know, just read others say this, I dont own GS) has a few detail level and less brushes or "thing" limit unlike older source, it wont let it be so detailed, unless.... Again, I dont have goldsource but do hope you find an alternative. :3
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 11 years ago2013-05-15 18:00:58 UTC Post #313555
You're doing it the correct way. Null/Bevel all than texture.
I do that way too.

Try smaller texture where 256x256 is max.
That map you're making doesn't seem to be too big. Just remember to keep details in an reasonable amount.
Stojke StojkeUnreal
Posted 11 years ago2013-05-15 19:18:23 UTC Post #313557
I believe to use null/sky/bevel textures in faces of brushes which are totally covered by other brushes and in faces that are pointing to nowhere is needless. What do you think?
Posted 11 years ago2013-05-23 01:53:39 UTC Post #313658
Vluzacn says (by mail):
Maps with high texture resolution usually hit the AllocBlock limit before any other limits like max_map_verts. I believe your map also has AllocBlock problem.
Such limits are inevitable given the large texture area and small texture scale. But with the same texture scale, "detail textures" can make the texture look more clear. I'm not sure if your game supports r_detailtextures. If you need this, I can send you a tool that converts any texture into a detail texture.

Also try using texture whose sizes are power of 2, like 64*64, 64*128, 128*128, 128*256, 256*256. Because if they are not power of 2, they will unwantedly get resized when they are loaded into the engine.
Posted 11 years ago2013-05-23 09:22:41 UTC Post #313660
Yup, everything mentioned here.

Now that you understand there is no need for ultra high res textures, you can now remake your map.
Stojke StojkeUnreal
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