A friend of mine is mapping for timbo's pet project Tremulous.
He has however run into the problem mentioned. Namely MAX_EDGE_LINES
The post in the mapthread about the error is linked HERE.
Now since I know I'm not 1% as good at this as most of you I'm asking for thoughts on solving it or reducing the edge line count so he can refine it a bit more before including it in the next release of tremulous.
I think it has something to do with too many T-junctions or too many edges as a whole. Try removing as many T-juncs by mapping clean, then failing that, try converting some brushwork to models.
obsidian wrote:Well, q3map_noTJunc is hardly a suitable "fix", it basically eliminates any T-junction fixing, which causes problems with more polys and sparklies.
Isn't this is one of those horrible ones that happens when there's too much stuff going on in the map? I think the overall amount of brushwork would need to be reduced, maybe converting details into models as far as possible would help. Doing test compiles with different bits of map removed may help determine exactly how much pruning is needed.
When you have one large brush that has one edge sharing the same 'line' as many other edges of other brushes, you'll have to split that one large brush, into more brushes, so that the shared edges start and end at the same verts.