qolelis on 2/11/2010 at 14:43
Quote:
ERROR: Too many cells.
Inline Image:
http://i757.photobucket.com/albums/xx211/mazqin/DromEd/TooManyCells.jpgDromEd 2 v1.18
Okay, so this is a pretty common error, but I don't think it has been posted yet.
I've been waiting for this error, but I didn't think it would come quite as soon as it did. I was up to around 26000 cells and thought that 3000 cells should be enough for what was left to build, but then I added some flood brushes (for lava) at the bottom of some of my caves and lo and behold: Error!
I deleted some extra stuff that would have been cool, but wasn't really needed and right now the cell count is around 28500. One good thing is that another showstopping error is now gone, but I don't know if that's because of the brushes added at the bottom (thank you Schwaa) or the deleted brushes.
I will of course try to decrease the cell count, but without simplifying too much: I could build everything out of 8-sided cylinders and add a lot more, but the whole point of this is to try and make as complex, naturally looking caves as Dark will allow. I will probably have to reconsider much of the yet unbuilt terrain.
Edit:
By the way, I always add the error message also as text to make it searchable.
Edit 2:
Another good thing is that I now have only 2 didn't grab coplanar cases left.
Edit 3:
(
http://www.ttlg.com/forums/showthread.php?t=127162)
(
http://www.ttlg.com/forums/showthread.php?t=127587&p=2029071&viewfull=1#post2029071)
(
http://www.ttlg.com/forums/showthread.php?t=31189)
(
http://www.ttlg.com/Forums/showthread.php?p=788662) ("OH Flipply-flok!")
Stan_The_Thief on 10/11/2010 at 21:00
Quote Posted by qolelis
Another good thing is that I now have only 2 didn't grab coplanar cases left.
How do you get rid of those? Portalizer always comes up with these even in the most squarely-built levels.
darthsLair on 10/11/2010 at 22:04
The best way of getting rid of those, is to use an area brush, and use : Hilight_Check_Snap.
Use the Area Brushes to narrow down the problem brushes. Also, Optimize instead of Portalize after each Terrain Brush. "T1 Bafford Manor had 4 of them from LGS. It doesn't seem to matter if the mission processes all the way through, but it is good not to have any errors showing.:)
qolelis on 11/11/2010 at 00:07
Yeah, I did pretty much what darthslair wrote:
I MeOnly:ed and optimized one area brush at a time to find the ones that were causing a coplanar-warning. Then I used smaller and smaller area brushes to pinpoint the problem. Sometimes I could pretty much right away guess which structures (often the most complex in the area, like my arched bridges using lots of wedges) could cause problems and I tested my guess by deleting one structure at a time until the warnings went away. Then I tried to rebuild those structures (simplifying sometimes helped). Sometimes all I had to do was moving one brush a bit to the left/right/up/down. Sometimes I couldn't do anything to solve the problem, so then I had to leave it and move on.
Edit:
Before experimenting and deleting brushes I always save under a new temporary name (I usually add "test001" (or "002" etc...) to the standard name), so that I don't accidentally overwrite anything important. When I'm done I go back to using my standard naming (name + number) and increase the number by one.
Edit 2:
Sometimes a coplanar-warning is caused by two (or more) brushes that are far away from each other (or that's what I think, anyway) and it's only reported when you process everything or have a big enough area brush. I have that situation right now, so I start with a big area brush containing a fourth of the whole mission. I move this area brush around until the coplanar-warning appears. Then I cut the area brush in half and move that around (inside the area previously contained by the larger area brush) until the warning appears and so on (it's a kind of manual binary search)...
Quote:
ERROR: Too many cells.
I had 28644 cells and I knew I had to be pretty close to the limit, so I decided to get the exact number of allowed cells by adding more and more air cubes (1 air cube = 1 cell):
The exact number of allowed cells is 28672 (7*2^12).
Zoro on 14/11/2010 at 13:36
I have problem with DromEd: I made some custom objects in my mission. But when i closed Dromed and opened it again, my custom objects in my mission are Missed...And it doing this much time.
But where's error and how i can fix it?