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rb_checkoverflow : verts > max (1670 > 1000)
The thing is, now that I think about it I've never actually used a model that's over 1000verts before as they've always been small objects or cut up into smaller section for other reasons.
Incidently using -meta in BSP during compile fixes the problem but I'm trying not to use that for 'external use' reasons (use of the BSP outside of Quake 3 - so I don't know what effect -meta has on the BSP and collision data).
I always though q3map_forcemeta was supposed make allowence for big vert count models?