max_map_faces and null textures

max_map_faces and null textures

Re: max_map_faces and null textures Posted by Yak_Fighter on Thu May 27th 2004 at 7:06am
Yak_Fighter
1832 posts
Posted 2004-05-27 7:06am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Alright. I have already conquered MAX_MAP_MIPTEX, MAX_MAP_PLANES, MAX_MAP_CLIPNODES, and MAX_MAP_MODELS, but another challenger has stepped up. I now have MAX_MAP_FACES.

I know that it means I've got too many faces in the level or that a large brush has been textured with scales too small. In this situation I know I need to reduce the complexity of the map (ie remove faces). Now, my question is this: Can proper use of the null texture allow me to defeat this error without resorting to deleting or simplifying rockwork? Or am I screwed and need to reduce the complexity no matter what?
Re: max_map_faces and null textures Posted by Gollum on Thu May 27th 2004 at 7:33am
Gollum
1268 posts
Posted 2004-05-27 7:33am
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Any face that is textured NULL should be removed completely from the compile process. Therefore you should be able to avoid MAX_MAP_FACES if you can find enough places to stick a NULL texture.

You might be able to do a quick test to confirm this by (temporarily) texturing a very large number of faces NULL.
Re: max_map_faces and null textures Posted by Yak_Fighter on Thu May 27th 2004 at 7:08pm
Yak_Fighter
1832 posts
Posted 2004-05-27 7:08pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Guess it would have helped if I had fixed an impossibly small leak, as that was causing the max_map_faces error, but I'm confident that if I had actually hit the limit the null textures could have saved me. :biggrin: