Xorak on 3/8/2014 at 22:11
This is a complete shot in the dark, (and off-topic I know) but when in the monolog you get all the "splitting large cell" messages, is there any that show an abnormal amount of vertices or polys? Maybe that could help zero in on some troublesome brushes. I have a mission that was getting the coplannar errors in New Dark 1.21 but doesn't in 1.22, and there are some brushes showing 469 vertices. Honestly, I have no idea if the vertices or polys are at all related to the error.
The only other way I see to solve the problem is always make sure to optimize the full level every few days. It sucks, but at least you'll know the error is caused by something you recently did and you can systematically delete the brushes by their Time value until you find the troublesome brush.
EDIT-- After doing a bit of testing here, I'm not sure that the vertices thing has anything to do with the remove_poly_list error. Although it does give the message right as it attempts to split the large cells the second time around.
fibanocci on 4/8/2014 at 17:48
Do you have completely planar terrain brushes?
Snap your rotated brushes and all the other brushes
hilight_check_snap 1
hilight_do_snap 1
hilight_check_snap
hilight_do_snap
Edit: Do you have uv-mapped cylinders? I think you need to track the brushes down using area brushes.
skacky on 4/8/2014 at 19:59
Quote Posted by fibanocci
Do you have completely planar terrain brushes?
Snap your rotated brushes and all the other brushes
hilight_check_snap 1
hilight_do_snap 1
hilight_check_snap
hilight_do_snap
Edit: Do you have uv-mapped cylinders? I think you need to track the brushes down using area brushes.
I don't know if you were speaking to me or Soul Tear, but I'll reply in any case:
All my brushes are snapped to grid 14, 13 and 12. There are no wandering brushes or anything, they're all snapped. Do you think UV-mapped cylinders could be responsible for this? I don't see the connection but with these old editors you'd be surprised.
EDIT: I did some more tests and deleted all my slanted surfaces in the streets; ramps, rotated wedges, pyramids and corner-apex pyramids. It seems to optimize fine. Let's see if it still goes FUBAR if I carry on.
fibanocci on 4/8/2014 at 20:09
I was talking to Soul Tear.
Now I'm talking to you :cheeky:
If you give me your mis/cow. I'd take a look. Maybe I can find out what's wrong.
skacky on 10/8/2014 at 04:50
Heh, I ran into this MAX_GLOBAL_RENDER issue while building a sewer network (under 1.22). Oh well, I think it's time I stopped putting rooms everywhere anyway. :p
fibanocci on 10/8/2014 at 07:29
It's almost impossible to exceed the Unique Render Aspects-limit now (32000 in NewDark 1.22, 8000 in NewDark 1.21). The last time I checked your mission, I saw about 5400 Unique Render Aspects in monolog.
How does your monolog look like?
skacky on 10/8/2014 at 08:19
Here's my monolog:
Inline Image:
http://i.imgur.com/7FT3cy7.jpgThe error popped-in after I built a series of rooms with arched ceilings, but they aren't very complex.
Without these rooms I have 7995 unique render aspects. Could it be possible that DromEd 1.22 didn't install properly?
fibanocci on 10/8/2014 at 08:41
Well, I can't see the Unique Render Aspects. Anyway, I think the problem must be something else.
Could you give me that mis/cow once again? I want to know, what's the problem. Tell be the number of the bad brush.BTW, you have about 4500 WR-cells 'left' for your map.
Edit:
Quote:
Without these rooms I have 7995 unique render aspects. Could it be possible that DromEd 1.22 didn't install properly?
Ah, of course, that's it. Look at the properties of dromed.exe. The product version has to be 1.22
skacky on 10/8/2014 at 08:46
Yeah okay I think that's it, it says product version 1.19. At least now I know TFix doesn't update DromEd. Lemme update it and try again.
EDIT: It works!