Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

max_patch_planes

Page: 1 of 1
 jangofett804
02-17-2004, 11:46 PM
#1
ive got a small problem. wheneveri try to launch this map i just made, it says "max_patch_planes" at the startup screen and it wont load. How to fix?
 vash_a_2004
02-18-2004, 12:11 AM
#2
I think I've had this before if you are useing patch mesh that means it is to big and you need to make it smaller.
 jangofett804
02-18-2004, 12:49 AM
#3
aaaah...thnx :)
 vash_a_2004
02-19-2004, 5:01 AM
#4
Er hold on...Ok this is much better ok click on the edit drop down menu then go to preferences.Under interface click on editing in the last text box (patch devisions) type 999999.This should let you make a patch mesh whatever size without the error.;)
 WadeV1589
02-19-2004, 10:30 AM
#5
^^^ Don't do that.
 Jedi_Vogel
02-19-2004, 1:03 PM
#6
make it smaller
Good Advice....

[quote]type 999999.This should let you make a patch mesh whatever size without the error.[/quote
Bad Advice....

Conclusion: No-One's perfect! :D
 <EJK>DevMapAll
03-20-2004, 12:09 PM
#7
but what if you aren't using a patch mesh? I don't have a single one...I have curves, but none of the have more verticies than a 9X9 patch mesh. And why is it bad to type 9999 under that thing?
 Nkenobi
04-14-2004, 2:02 AM
#8
I got this too... gothix said somehting about turning it into a model? how do i do that? and will I have to make a hole bunch of system/pysic_clip or whatever its called?
 WadeV1589
04-14-2004, 11:17 AM
#9
To make this work you need to put the patches into a map of their own and you must include at least one structural brush, however this can be covered in caulk and can be 1 unit cubed in size and placed behind the patch mesh so it doesn't ever show up.

q3map2 -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -meta -patchmeta -subdivisions 16 D:/JAEDIT/GameData/base/maps/yourmap.map

q3map2 -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -convert -format ase D:/JAEDIT/GameData/base/maps/yourmap.bsp

Be sure to change the paths.

Also you don't put in any player start points nor do you put a skybox or box of any kind around it, it must be just the patch meshes and at least a single structural brush.
 wedge2211
04-14-2004, 1:14 PM
#10
According to rgoer, you SHOULD seal off leaks (this can be your struct brush--just make a box around it in caulk and hit 'hollow,' that's okay), and you SHOULD include ONE info_player_start.

If you lose detail on the patch mesh when you modelize it, change the -subdivisions flag to 8 or, at the very least, 4.

You will get the file yourmap.ASE in your maps directory. This can be loaded into Radiant as a misc_model. Then, yes, you will have to clip it. (For large, simple models, you can add key/value spawnflags/2 to have q3map2 autoclip it for you.)
Page: 1 of 1