Need Help regarding this weird q3map2 error =(
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Need Help regarding this weird q3map2 error =(
Hi All.
Actually this is my first ever post about mapping help. I am working on q3 mapping for as my project,I have created a big map & its actually my University's campus map for quake3.I have spent 10months on that & fixed every error with the help of known errors solutions. Now i have completed my map & when i tried to compile it which is final build obviously,it gave me error " ERROR:MAX_MAP_DRAWINDEXES ", i just tried everything like reduced brushes work,removed some models etc but failed to fix that =( ... Some of my maps info,hope it will help you to grab my problem;
Total Brushes: 6120
Total Entities: 1027
I dont know thts enough information or not =S ...
261358 meta verts
302261 meta triangles
Entity 0 (worldspawn) has lightmap scale of 2.0000
Entity 1016 (func_group) has lightmap scale of 2.0000
6032 total world brushes
5976 detail brushes
5 patches
18371 boxbevels
18562 edgebevels
1024 entities
87798 planes
0 areaportals
Size: -4560, -6136, -168 to 2304, 6560, 1312
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
1 fogs
The actual error:
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
23126 detail brushes
27223 cluster references
----- FogDrawSurfs -----
23 fog polygon fragments
0 fog patch fragments
16 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
22273 axial edge lines
20319 non-axial edge lines
1 degenerate edges
WARNING: Degenerate T-junction edge found, fixing...
10870 verts added for T-junctions
105774 total verts
21095 naturally ordered
1954 rotated orders
569 can't order
1 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
12 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (26)
23741 total meta surfaces
23090 stripped surfaces
543 fanned surfaces
0 patch meta surfaces
261358 meta verts
302261 meta triangles
--- TidyEntitySurfaces ---
23741 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
22 smoothed vertexes
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...WARNING: Flipped triangle: ( 420 -2537 72) ( 498 -2538 72) ( 498 -2538 56)
WARNING: Flipped triangle: ( 416 -2771 72) ( 416 -2771 56) ( 495 -2772 56)
WARNING: Flipped triangle: ( 495 -2772 56) ( 495 -2772 72) ( 416 -2771 72)
WARNING: Flipped triangle: ( 414 -2880 72) ( 414 -2880 56) ( 493 -2881 56)
WARNING: Flipped triangle: ( 493 -2881 56) ( 493 -2881 72) ( 414 -2880 72)
7...8...9... (28593)
31636 surfaces merged
1663941 vertexes merged
--- FilterDrawsurfsIntoTree ---
************ ERROR ************
MAX_MAP_DRAW_INDEXES
Actually this is my first ever post about mapping help. I am working on q3 mapping for as my project,I have created a big map & its actually my University's campus map for quake3.I have spent 10months on that & fixed every error with the help of known errors solutions. Now i have completed my map & when i tried to compile it which is final build obviously,it gave me error " ERROR:MAX_MAP_DRAWINDEXES ", i just tried everything like reduced brushes work,removed some models etc but failed to fix that =( ... Some of my maps info,hope it will help you to grab my problem;
Total Brushes: 6120
Total Entities: 1027
I dont know thts enough information or not =S ...
261358 meta verts
302261 meta triangles
Entity 0 (worldspawn) has lightmap scale of 2.0000
Entity 1016 (func_group) has lightmap scale of 2.0000
6032 total world brushes
5976 detail brushes
5 patches
18371 boxbevels
18562 edgebevels
1024 entities
87798 planes
0 areaportals
Size: -4560, -6136, -168 to 2304, 6560, 1312
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
1 fogs
The actual error:
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
23126 detail brushes
27223 cluster references
----- FogDrawSurfs -----
23 fog polygon fragments
0 fog patch fragments
16 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
22273 axial edge lines
20319 non-axial edge lines
1 degenerate edges
WARNING: Degenerate T-junction edge found, fixing...
10870 verts added for T-junctions
105774 total verts
21095 naturally ordered
1954 rotated orders
569 can't order
1 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
12 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (26)
23741 total meta surfaces
23090 stripped surfaces
543 fanned surfaces
0 patch meta surfaces
261358 meta verts
302261 meta triangles
--- TidyEntitySurfaces ---
23741 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
22 smoothed vertexes
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...WARNING: Flipped triangle: ( 420 -2537 72) ( 498 -2538 72) ( 498 -2538 56)
WARNING: Flipped triangle: ( 416 -2771 72) ( 416 -2771 56) ( 495 -2772 56)
WARNING: Flipped triangle: ( 495 -2772 56) ( 495 -2772 72) ( 416 -2771 72)
WARNING: Flipped triangle: ( 414 -2880 72) ( 414 -2880 56) ( 493 -2881 56)
WARNING: Flipped triangle: ( 493 -2881 56) ( 493 -2881 72) ( 414 -2880 72)
7...8...9... (28593)
31636 surfaces merged
1663941 vertexes merged
--- FilterDrawsurfsIntoTree ---
************ ERROR ************
MAX_MAP_DRAW_INDEXES
Last edited by chainrulez on Sat Jul 03, 2010 4:47 pm, edited 1 time in total.
Re: Need Help regarding this weird q3map2 error =(
http://forums.urbanterror.info/topic/10 ... -messages/
not much help
"ERROR: MAX_MAP_DRAWINDEXES
Your brush work is too complex. You need to simplify your design and try again."
not much help
"ERROR: MAX_MAP_DRAWINDEXES
Your brush work is too complex. You need to simplify your design and try again."
[color=#FF0000][WYD][/color]
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Re: Need Help regarding this weird q3map2 error =(
Thnkx 4 your reply but already checked that =( , I have updated my first post with log generated.
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- Joined: Sat Mar 12, 2005 6:24 pm
Re: Need Help regarding this weird q3map2 error =(
ax is right though, your map is too complex. It's probably a close race between MAX_MAP_DRAW_INDEXES and MAX_MAP_DRAW_SURFS anyway.
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- Joined: Sat Dec 26, 2009 8:15 am
Re: Need Help regarding this weird q3map2 error =(
Should I attach my map so anyone can tell me where i am doing wrong????
Re: Need Help regarding this weird q3map2 error =(
totally up to you but include a readme.txt @ in your zip file
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Re: Need Help regarding this weird q3map2 error =(
What should be in readme? I mean exactly what should i have to write it in? =P
Re: Need Help regarding this weird q3map2 error =(
i'm being paranoid .. forget it
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Re: Need Help regarding this weird q3map2 error =(
Sir I asked for help,if i didn't get you then kindly elaborate whats exactly should be in readme? I mean i didn't write any readme so why is that necessary. I am not a pro designer,sorry if i didn't get u.
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Re: Need Help regarding this weird q3map2 error =(
My Map file:
Edit: Link pulled.
Please help required...
Edit: Link pulled.
Please help required...
Last edited by chainrulez on Sun Jul 04, 2010 7:39 pm, edited 1 time in total.
Re: Need Help regarding this weird q3map2 error =(
This is hard without the textures.
Geometry does not look too complex.
-quite a few dupicate planes
-possibly to many models are causing your problem
make a backup .. remove some models then compile .. try remove all models and see if it compiles.
use a readme with your Final product so that you can thank the people who made some of your textures models,date and contact details.
just look into other's custom map readme files in the pk3 or zip file for guidance
Geometry does not look too complex.
-quite a few dupicate planes
-possibly to many models are causing your problem
make a backup .. remove some models then compile .. try remove all models and see if it compiles.
use a readme with your Final product so that you can thank the people who made some of your textures models,date and contact details.
just look into other's custom map readme files in the pk3 or zip file for guidance
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Re: Need Help regarding this weird q3map2 error =(
I re-textured (same texture) your map without caulking and that is all i did and the map compiled.
The iqra_death_arena.bsp was created but i had an error loading map "47 expected 46" so i am recompling with GTK 1.5 now
The iqra_death_arena.bsp was created but i had an error loading map "47 expected 46" so i am recompling with GTK 1.5 now
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Re: Need Help regarding this weird q3map2 error =(
It seems that you've got a very large (for q3 standards) level environment in which you have an extraordinary amount of models and lights. I suspect the buildings of the campus are loaded into the scene as models. If this is the case, the problem is probably that too many light sources affect the same model (a model gets an index for every light: too many for one and you'll get the error MAX_MAP_INDEXES).
It's pure guesswork tho...
Splitting the buildings into smaller, repeatable segments, constructing the campus' buildings with brushes, or reducing the amount of light sources would fix the error when said hunch is correct :]
It's pure guesswork tho...
Splitting the buildings into smaller, repeatable segments, constructing the campus' buildings with brushes, or reducing the amount of light sources would fix the error when said hunch is correct :]
Re: Need Help regarding this weird q3map2 error =(
Compiled fine for me too, though obviously it's missing all the textures and models. If that's a significant portion of your map, that may also attribute to the limits. Also, you have a bunch of off-grid, non-axial square brushes scattered throughout the map, you should probably convert those to detail brushes.
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Re: Need Help regarding this weird q3map2 error =(
Thanx everyone for your great help. Now tried to delete models which i had doubt & now compiler goes smooth from that error but after that i got another error at
--- SetupTraceNodes ---
safe_malloc failed at allocation of 432537600 bytes.
Now i have enough ram & resources,now what happened??? =(
--- SetupTraceNodes ---
safe_malloc failed at allocation of 432537600 bytes.
Now i have enough ram & resources,now what happened??? =(
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Re: Need Help regarding this weird q3map2 error =(
@obsidian =Non-axial square brushes, you mean that the square brush out of skybox?
Re: Need Help regarding this weird q3map2 error =(
You may want to also read up on what should be a detail brush and a structural brush. you seem to have a lot of detail brushes that should be structural.
I made all your brushes structural and was playing your map in less then 5 minutes.
Better then my first map but you more to learn yet about clean construction and scale "player size" especially on stairs, doors and rooms.
You detailed brushes that could have helped block vis " see forum tips at top of page"
I made all your brushes structural and was playing your map in less then 5 minutes.
Better then my first map but you more to learn yet about clean construction and scale "player size" especially on stairs, doors and rooms.
You detailed brushes that could have helped block vis " see forum tips at top of page"
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Re: Need Help regarding this weird q3map2 error =(
There are a bunch of rotated cubes in single file. They are in groups of 5 or 6 (don't remember exactly) and there are a whole series of them.
Filter detail brushes and you should see a bunch of stuff that you need to convert over to detail.
@axbaby: As far as structural brushes go, the map is pretty open and not exactly optimized. There will be visible portals everywhere, so in most cases, stuff behind structural brushes will still be drawn. Might help a bit, but in this case, I don't think by much.
Filter detail brushes and you should see a bunch of stuff that you need to convert over to detail.
@axbaby: As far as structural brushes go, the map is pretty open and not exactly optimized. There will be visible portals everywhere, so in most cases, stuff behind structural brushes will still be drawn. Might help a bit, but in this case, I don't think by much.
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Re: Need Help regarding this weird q3map2 error =(
Awesome, with the latest and greatest q3map2 from SVN I get a 'WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded'.
Re: Need Help regarding this weird q3map2 error =(
with the lastest and greatest once compiled i get Version 47 expected 46 in game so i used the one that came with GTK 1.5 and then all was fine
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Re: Need Help regarding this weird q3map2 error =(
I just managed & fully compiled my map.Here what i tried & it went correct:
1) Fixed skybox's part because it was not func_group
2) Added 2048 2048 2048 in worldspawn's _blocksize which was not set before.
3) Used -lomem & compiled in the end.
Took 7hrs in compiling but no errors while compiling. Just need to know how can i optimize my map for some good fps? Because before this issue i was getting 100-125 but now i am getting 25-30 fps on some points & some lag feelings. How can i fix this lag & fps issue? Any info on that???
1) Fixed skybox's part because it was not func_group
2) Added 2048 2048 2048 in worldspawn's _blocksize which was not set before.
3) Used -lomem & compiled in the end.
Took 7hrs in compiling but no errors while compiling. Just need to know how can i optimize my map for some good fps? Because before this issue i was getting 100-125 but now i am getting 25-30 fps on some points & some lag feelings. How can i fix this lag & fps issue? Any info on that???
Re: Need Help regarding this weird q3map2 error =(
5 minute compile time for me and the map ran smooth.axbaby wrote:You may want to also read up on what should be a detail brush and a structural brush. you seem to have a lot of detail brushes that should be structural.
You detailed brushes that could have helped vis blocking " see forum tips at top of page"
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Re: Need Help regarding this weird q3map2 error =(
#3 probably was the main reason to fix it.
What are your system specs and what compile settings are you using? I've never had to do a 7 hour compile, typically a few minutes to 2 hours at most on super high settings.
FPS is something you need to think about when planning the map, not something that you do as an afterthought. It's like building a house with substandard parts and then trying to stop it from falling down by nailing random pieces of 2x4's into the walls. At this point, it's just trying to manage structural vs. detail, limiting overdraw and excessive use of shaders. I wouldn't bother hinting a giant box map, you may even get a negative benefit.
What are your system specs and what compile settings are you using? I've never had to do a 7 hour compile, typically a few minutes to 2 hours at most on super high settings.
FPS is something you need to think about when planning the map, not something that you do as an afterthought. It's like building a house with substandard parts and then trying to stop it from falling down by nailing random pieces of 2x4's into the walls. At this point, it's just trying to manage structural vs. detail, limiting overdraw and excessive use of shaders. I wouldn't bother hinting a giant box map, you may even get a negative benefit.
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Re: Need Help regarding this weird q3map2 error =(
Yup i am also confused that why 7 hours as my system is much descent to handle stuffs like that.
My Spec: HP - DV5 1215-TX (Laptop), Intel Mobile Core 2 duo (T6600), 2GB DDR2, Nvidia Geforce 9600M GT - 512MB. So is that good for compilation??
My Spec: HP - DV5 1215-TX (Laptop), Intel Mobile Core 2 duo (T6600), 2GB DDR2, Nvidia Geforce 9600M GT - 512MB. So is that good for compilation??
Re: Need Help regarding this weird q3map2 error =(
You didn't mention your compile settings.
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