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Forum: All Forums : Call of Duty
Category: CoD Level Design
CoD mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: max polys exceeded
Cover_Fire
General Member
Since: May 27, 2007
Posts: 48
Last: Sep 12, 2008
[view latest posts]
Level 2
Category: CoD Level Design
Posted: Monday, Sep. 8, 2008 10:23 am
howdy

Max Polys Exceeded (1,048,576)

I am making a 1 vs 1 base assault I was hoping to expand into a 3 vs 3 eventually but I am already over it would seem.

Is there something in building that eats up lots of polys? I am not using any patch meshes and terrain meshes I have used 2 x 2 or 3 x 3.

vistadatasize number looks close to what it's talking about at 1,067,500

15 X 2 base spawns... 30 DM spawns

each building built solo and imported into map... only visable isi textured the rest is caulk... detail brush on the insides... structural outer walls...

every building has stable portal... map is split into 9 area cells 3 x 3

Any help would be welcome :) ..... no compile errors that I can see other than something is too big.. map runs and works fine with just the "fast" compile.. won't allow "extra"... this is my compile .dat with "extra"

*****************

"C:\Program Files\Call of Duty\uoTools\bin\q3map" -v -game uo "C:\Program Files\Call of Duty\uo\maps\mp\mymap"

pause

"C:\Program Files\Call of Duty\uoTools\bin\q3map" -vis -fast -game uo "C:\Program Files\Call of Duty\uo\maps\mp\mymap"

copy /Y "C:\Program Files\Call of Duty\uo\maps\mp\mymap.bsp" "C:\Program Files\game\uo\maps\mp\mymap.bsp"
copy /Y "C:\Program Files\Call of Duty\uo\maps\mp\mymap.prt" "C:\Program Files\game\uo\maps\mp\mymap.prt"

"C:\Program Files\Call of Duty\uoTools\bin\flare" -extra -game uo "C:\Program Files\game\uo\maps\mp\mymap"

copy /Y "C:\Program Files\game\uo\maps\mp\mymap.bsp" "C:\Program Files\Call of Duty\uo\maps\mp\mymap.bsp"
copy /Y "C:\Program Files\game\uo\maps\mp\mymap.prt" "C:\Program Files\Call of Duty\uo\maps\mp\mymap.prt"

pause
P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 559
Last: Nov 26, 2008
[view latest posts]
Level 6
Category: CoD Level Design
Posted: Monday, Sep. 8, 2008 10:58 am
Go around your map and start turning Structural brushes into Detail brushes. If you don't need a brush to seal off a portal or your skybox, make it detail.
Cover_Fire
General Member
Since: May 27, 2007
Posts: 48
Last: Sep 12, 2008
[view latest posts]
Level 2
Category: CoD Level Design
Posted: Monday, Sep. 8, 2008 12:13 pm
this was supposed to be in UO ... not CoD [banghead]


crawled through the map and changed everything down to detail and all it seemed to do was drop vista size... 890,000... max poly still exceeded
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1090
Last: Dec 2, 2008
[view latest posts]
Level 8
Category: CoD Level Design
Posted: Monday, Sep. 8, 2008 12:24 pm
You have too much stuff in your map and the game cant draw it all, try taking some models out and removing unneeded brushes
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