Exceeding MAX_PATCHES
#mappers didn't help much...
There is a way to exceed MAX_PATCHES (~65k)... But how?
As far as I know, it is either batch or some kind of command line...
And as I'm not familiar with batch, can someone tell/remember that command line? (Someone said that there is one, but he can't remember)...
NB!
Making smaller map or using less details is not an option nor an answer.
try as command line -sparse , it takes a little more cpu usage but that's is , worked for me @ the last map
edit : btw what compiler do u use ?
You have to use -chop (larger than 64) for the hlrad line.
You also could scale up some textures that have a large face.
edit: -sparse should do the trick as well
I use f9, f9 FTW xD
Chop causes bad shadows, bugs, etc.
Texture stretching doesn't do the trick as your map then will have worse quality and that only remove ~10-25% patches... which is not effective...
Gonna try -sparse...
What does it do? f.e. If my map has 100k patches, will it still compile and run w/o errors? :P
I currently have ~60k patches and my map is ~60% done... so, this will be a problem...
first try the super halflife compiler tools then change the chop to like -128 or sth.
try with HL compiler Pieshels , much better and pretty advanced , could help u alot @ pb like this , so any update , works ?
Ok, thanks, -sparse worked... for now ;)
Have U tried to NULL textures that can't be seen ingame?
That can reduce number of patches alot
Originally posted by citizenxHave U tried to NULL textures that can't be seen ingame?
You know, Its silly question for a good mapper :)
Have u seen wonderer? Do u think he didn't use null?
I think every mapper uses null texture all the time ( in Map Test version and final ).
how I suppose to know is he good mapper or not?
I was just trying to help
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