RB_checkoverflow Error

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Yeah you've got a model there that has far too many vertices. If that's an MD3 it needs to be under 1000, if it's a model that doesn't have a shader associated with it then it may also need to be under 1000 irrc; I can't remember the technical reason but a comment was made in passing on it on the old version of LEM, it has something to do with lightmaps or something iirc.

As long as each section is under 1000 tris you can split the model into sections (they will need to be pysically seperate objects iirc.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

what have you built it with?
ydnar
Posts: 36
Joined: Fri Dec 15, 2000 8:00 am

Post by ydnar »

Is it lightmapped?
megaman
Posts: 23
Joined: Sat Feb 26, 2005 12:55 pm

Post by megaman »

iirc q3map forcemeta
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Not related to the problem, but you shouldn't need phong shading (q3map_shadeAngle), since with models you can just set smoothing groups - which yields same results but with better control. Phong shading is useful on brushes since smoothing isn't an available feature.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
ydnar
Posts: 36
Joined: Fri Dec 15, 2000 8:00 am

Post by ydnar »

Definitely use q3map_forceMeta. The last few versions of Q3Map2 should automatically do that on models that exceed the max verts threshold though...
megaman
Posts: 23
Joined: Sat Feb 26, 2005 12:55 pm

Post by megaman »

ydnar: if im not mistaken what the last few versions are, i still ran into that error using .lwos
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