Ziemanskye on 20/4/2005 at 22:26
You twiddled the numbers and got it to work :D . Looks like you doubled the other pools - I didn't need to (or haven't yet), but it may still be useful to know we can get around some of these limitations/errors
:idea: This is most excellent news. :thumb:
Mostly because someone else has got something to work, but also because it means that we don't have to design around loading screen segmented areas (I know my level would have trouble being cut like that - I've given it some thought, and it just wouldn't work)
Also, I don't think the Staticmesh warnings are all that important - a lot of them seem to have complaints and if it were a real problem the artists would probably have had to fix them up. I just suggested it because in the process of getting mine to go again, I found some errors about badly formed geomerty (mismatched edges not defining polygons...), and I stopped using those meshes, which might have cleared another background problem.
Good Luck with the map, hope to be playing it in the not too distant future.
nomad of the pacific on 20/4/2005 at 23:39
I've been ignoring the static mesh errors, too. I've only found onr that crashed my level until I took it out. (A love seat, I think.)
Anyhow, thanks again for the fix. Maybe if we're going to send out large FMs, we may need to include a User.ini file or advise everyone to up their numbers so they can handle larger levels. That will solve the small level limitation with TDS! Great work! :thumb:
Gonchong on 19/6/2005 at 19:28
I've been having crashes when starting my level - I assumed that I'd reached some kind of object limit. Z's fix at the top of this thread fixed it. :cheeky:
I also found out that I had 60 brushes off-grid. I guess this was a bad thing? They were all snapped, but i do have a habit of using a grid size of 1...
Ziemanskye - did you have to include this fix with the distribution version of your mission?
Time to get building. I'd post a screenshot if i knew how!
scumble on 20/6/2005 at 09:04
It depends how you manipulate the brushes, Gonchong. If you don't use vertex editing at all times you risk brushes coming off grid. It's not unlikely that it might just happen accidentally of course.
Ziemanskye on 20/6/2005 at 10:34
Gonchong - the mission I released wasn't the one I found this workaround for, and it didn't need it to run (thankfully). It was a much larger misssion that hit that wall...