numvertexes == MAX_MAP_VERTS i cant stop getting this error no matter if i trim off sections it will remain is there anything that causes this besides too many vertices
numvertexes == MAX_MAP_VERTS i cant stop getting this error no matter if i trim off sections it will remain is there anything that causes this besides too many vertices
You have too many vertices in your map (point from which brushes are made). In other words, your map is too big or too detailed.
Solution:
Delete or simplify some of your brushes. Perhaps you can convert parts of your map into brushes, or in case of singleplayer maps, divide the map up into multiple parts with a level change?
See also:
MAX_MAP_VERTS
This error will cause your map to fail compiling completely
ive done this, the map compiles with every other engine branch (hl2, eye divine cybermancy) except for vtmb, is the vertex limit different for hl2 beta/vtmb? my map is hardly complex with it being less the size of highway 17 chapters
The brush vertex limit for HL2 is likely higher than this game due to the engine being more optimized so I wouldn't make any comparisons there. Highway 17 is massive but there's no map in VTMB that even comes close to being that big. You mentioned that other Source games are having no problems compiling this map - what exactly is this map that you're making? Are you using assets from any other games? Have you added any custom textures or models?
The brush vertex limit for HL2 is likely higher than this game due to the engine being more optimized so I wouldn't make any comparisons there. Highway 17 is massive but there's no map in VTMB that even comes close to being that big. You mentioned that other Source games are having no problems compiling this map - what exactly is this map that you're making? Are you using assets from any other games? Have you added any custom textures or models?
The brush vertex limit for HL2 is likely higher than this game due to the engine being more optimized so I wouldn't make any comparisons there. Highway 17 is massive but there's no map in VTMB that even comes close to being that big. You mentioned that other Source games are having no problems compiling this map - what exactly is this map that you're making? Are you using assets from any other games? Have you added any custom textures or models?
Im porting pharmokenetics from cruelty squad
Cruelty Squad is made with Godot, not Source, so unless it uses a .bsp importer plugin the maps won't be compatible. I have no idea why it would be compiling correctly in other Source games unless you're not literally porting the level, just reconstructing it in Hammer. Is that what you mean?
Anyway, if you're taking raw textures/models from the game, you're going to run into issues because Bloodlines is an old game and doesn't know how to handle assets over a certain size.
Cruelty Squad is made with Godot, not Source, so unless it uses a .bsp importer plugin the maps won't be compatible. I have no idea why it would be compiling correctly in other Source games unless you're not literally porting the level, just reconstructing it in Hammer. Is that what you mean?
Anyway, if you're taking raw textures/models from the game, you're going to run into issues because Bloodlines is an old game and doesn't know how to handle assets over a certain size.
i convert the raw .map files that were made public into vmf using jack, Then putting those vmfs into hammer. Models are not entirely needed as most of the maps are brushwork
I see. How do the Cruelty Squad textures display? Are they packaged alongside the .bsp? I'd try getting rid of all models/entities until only brushwork remains. You could also try making a wireframe version of the map with no brush textures to rule out if the texturing is the problem.
After that, if you still get this error, comb through the map and make sure that no brush object has more than 16 "splits", for example an archway should only have 16 planes if you look around the circumference in the 2D view, that sort of thing. Basically just see if there's any complicated brushes that could be causing a failure.
Also, mess around with different compilation configurations in Hammer. There's one setting that I always disable because it always causes a crash or a map incompatibility, which is "@ put compiled bsp to $bspdir". It might be different on your system, so experiment a little.
I see. How do the Cruelty Squad textures display? Are they packaged alongside the .bsp? I'd try getting rid of all models/entities until only brushwork remains. You could also try making a wireframe version of the map with no brush textures to rule out if the texturing is the problem.
After that, if you still get this error, comb through the map and make sure that no brush object has more than 16 "splits", for example an archway should only have 16 planes if you look around the circumference in the 2D view, that sort of thing. Basically just see if there's any complicated brushes that could be causing a failure.
It shows as error but if you convert all of them and keep the directories consistent for what textures are in the bsp It will display with No manual placing of any texture
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