Max Patches
Warning: No vis information, direct lighting only.
9813 faces
Create Patches : 65786 base patches
0 opaque faces
1004416 square feet [144636000.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem
----- END hlrad -----
No vis information, direct lighting only.
Error: Exceeded MAX_PATCHES
How to get rid of those?
I've tried http://www.zhlt.info/common-mapping-problems.html , and didn't understand nothing because of my bad english :X
-chop 256
it`s very easy 1st you must have batch compiler when you set the options go to HL and you will see the name HEap Size and Particles set them on 100000 200000 or more if you want if you have some problems msg me :)
Warning: No vis information, direct lighting only.
Compile with VIS too!
Originally posted by dEMoliteWarning: No vis information, direct lighting only.
Compile with VIS too!
Thanks, Didn't really need help for that one, but max patches yes.
Originally posted by kzro`sn00p-chop 256
-chop 256?
Tell me more about that...
Still can't get rid of max patches
Edit: If someone could explain the problem, not help me with how to fix it then it would be great, or if someone can translate that link i posted with the "Max Patches" error to swedish or something, would be really great :D
It means that you used too many small scalings of your textures. If you scale a texture down, for example to a size of 0.5, it will create more patches than a texture scaled to 2.0.
Good:
http://img71.imageshack.us/my.php?image=scalings1il1.jpg
Bad:
http://img375.imageshack.us/my.php?image=scalings2xd2.jpg
This can happen when you have small brushes and fit a texture to it with your texture application tool (never do that btw).
Also it can happen, like explained in the link you posted, when you drag a huge box around your map to avoid leaks.
Try to check the scalings of your textures and be carefull with smaller scalings in the future to avoid that error ;)
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