#Too many unique verts, max = 65536 (map has too much brush geometry)

1 messages · Page 1 of 1 (latest)

gritty bolt
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Hi everyone, I need your help, when compiling my map I get the following error:

Too many unique verts, max = 65536 (map has too much brush geometry) or MAX_MAP_VERTS.

After searching the internet I found a lot of advice to turn brushes into props with Propper, this variant does not suit me and I would like to solve the problem in another way, I tried to turn brushes into displacments, it did not give me any result.

My question is, do displacments affect the MAX_MAP_VERTS limit?

If needed, I will attach the compilation log.

restive bone
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displacements shouldn’t I think-iirc they use a separate render path than world geometry does, so I wouldn’t imagine its mesh is combined with the world mesh; just allocated alongside it.
if they do it’s just the base brush that counts towards the vert limit

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You’d have to test that to verify

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As for the underlying problem: reduce the amount of brushes you’re using, plain and simple. Alternatively, chances are your map is soft-leaking. This happens when the “exterior” of a map is compiled but does not otherwise reach the void. Either way you’d want to use the cordon tool to isolate problematic areas that have a bunch of verts.