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Error: Max_original_edges

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 JeeMonkey
05-11-2004, 11:55 PM
#1
hey all, i get this error when i compile my map and i searched for the cause of it, and it is caused by using CSG subtract, or by just having a lot of tiny little brushes., and i do have a lot of tiny little brushes. the only problem is, that if i remove the tiny brushes to make larger ones, then i lose the look of my brush. what im trying to make is a railing with nice looking posts in it, but to make the posts look authentic and realistic, i had to use 32 patches (brushes) per post, and there are 124 posts in the railing. i can not combine the patches cause each has already met their maximum vertex points.

QUESTION-----
how do i use less brushes but keep my raiing realistic and authentic?

SIDE NOTE-----
Wade, i found ur response to this error on gamingforums.com and it said u were banned from that site, what happened???
 JeeMonkey
05-12-2004, 2:27 AM
#2
i could make a model of the post and then just copy it till i have enough to fill my railing. but i just got gmax and i have no idea how to use it. so would someone be willing to model this for me or teach me how to model??? its a common railing style just hard to make in gtk.
 Mercenary
05-12-2004, 4:28 AM
#3
I gotta see a screenshot of this... 32 patches per post???
 WadeV1589
05-12-2004, 6:36 AM
#4
First of all you really want to try and cut down the number of patches, that is totally insane!

Secondly you want to copy one post into an empty map and move it to the origin (around 0,0,0 in GTK). Then inside it place a 1x1x1 caulk covered brush - do not make it structural. Now use q3map2.exe to do the following:

"D:\Program Files\GtkRadiant-1.4\q3map2.exe" -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -meta -patchmeta -subdivisions 16 "D:/JAEDIT/GameData/base/maps/themap.map"
"D:\Program Files\GtkRadiant-1.4\q3map2.exe" -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -convert -format ase "D:/JAEDIT/GameData/base/maps/themap.map"

(Change the paths where necessary)

That will make a .ase model of the pillar which you can surround in a simple shaped brush covered in system/physics_clip to block players and weapons fire.

As for why I got banned, AzH went power crazy and abused his power.
 JeeMonkey
05-12-2004, 7:15 PM
#5
thx for the help wade. i couldnt get q3map2 to open (i kept getting an error and it kept closing to fast for me to read it) so i had to use q3map2toolz. anyway, i made the .ase file. but when im dont with my map and i want to comnpile it what directory do i put it under?
ex: yourmap.pk3/models/railing.ase
is that it???????
 JeeMonkey
05-12-2004, 8:34 PM
#6
hey wade, what if i want to make my entire railing w/ all of its posts a model??? the railing is shaped as a semi circle, so would i move the railing so that the origin (o,o,o) is half the diameter (length wise) and half the radius (width wise) and then where would i place the 1x1x1 caulk brush???
 SeriousMite
05-15-2004, 6:16 PM
#7
Originally posted by WadeV1589
First of all you really want to try and cut down the number of patches, that is totally insane!

Secondly you want to copy one post into an empty map and move it to the origin (around 0,0,0 in GTK). Then inside it place a 1x1x1 caulk covered brush - do not make it structural. Now use q3map2.exe to do the following:

"D:\Program Files\GtkRadiant-1.4\q3map2.exe" -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -meta -patchmeta -subdivisions 16 "D:/JAEDIT/GameData/base/maps/themap.map"
"D:\Program Files\GtkRadiant-1.4\q3map2.exe" -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -convert -format ase "D:/JAEDIT/GameData/base/maps/themap.map"

(Change the paths where necessary)

That will make a .ase model of the pillar which you can surround in a simple shaped brush covered in system/physics_clip to block players and weapons fire.

As for why I got banned, AzH went power crazy and abused his power.

I'm also trying to convert brushes to models. I'm not sure exactly what q3map2.exe. Is it the compiler? How do I go about inserting that code into it?
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