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MAX_EDGE_LINES error

Posted: Tue Jan 16, 2007 9:43 pm
by Survivor
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.

Tremulous download links: http://tremulous.net/files/
The last public release of the map: http://users.telenet.be/ingar/tremulous/#download

Thanks in advance :)

Posted: Tue Jan 16, 2007 10:31 pm
by obsidian
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.

Posted: Wed Jan 17, 2007 1:20 am
by Scourge

Posted: Wed Jan 17, 2007 1:26 am
by obsidian
Well, q3map_noTJunc is hardly a suitable "fix", it basically eliminates any T-junction fixing, which causes problems with more polys and sparklies.

Posted: Wed Jan 17, 2007 1:28 am
by Scourge
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.
Ahh, disregard then. :icon30:

Posted: Wed Jan 17, 2007 1:26 pm
by Shallow
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.

Posted: Wed Jan 17, 2007 5:32 pm
by corsair
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.