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#1 |
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Join Date: Mar 2010
Reputation: 0
Posts: 7
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too many indices for index buffer..tell a programmer(75129>9593)
Ok when i start up source sdk to try and work on my map, when i load my map up it doesn't load its comes with an error as "too many indices for index buffer..tell a programmer(75129>9593)"
.It just closes afterwards.Please reply back, JAYDENxs |
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#2 |
![]() Join Date: Sep 2008
Reputation: 4297
Posts: 13,599
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Tell a programmer then, not us.
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#3 |
![]() Join Date: Sep 2006
Reputation: 1100
Posts: 5,491
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Is it only the one map what causes this?
Are these relevant/helpful? Failed to lock index buffer in CMeshDX8::LockIndexBuffer Engine Error - Too many verts for a Dynamic Vertex Buffer |
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#4 |
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Join Date: Mar 2010
Reputation: 0
Posts: 7
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Yes its only one map and my map is really big so is it happening because its to big?
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#5 |
![]() Join Date: Sep 2006
Reputation: 1100
Posts: 5,491
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Big or corrupted or broken.
I don't use Source SDK so I don't know. |
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#6 |
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Guest
Posts: n/a
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This was an error left over from the development of Half-Life 2. To fix it you have to divide your map up some and use a few areaportals so it isn't so much of a strain on the video card. Just make it so less things have to be rendered all at the same time.
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#7 |
![]() Join Date: Aug 2009
Reputation: 75
Posts: 1,262
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This happened with my map. It happened when I had LOADS of vertices visible to the player in a single visleaf. It overloaded the system and caused the exact same error. It was my fault I guess, using the maximum amount of faces for every goddam curve.
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#8 |
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Banned
Join Date: Jun 2008
Reputation: 15
Posts: 272
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Last I remember, this was always caused by a func_precipitation that was too large, it's helped for tons of people to remove/shrink them. Maybe you can do as that guy said? (Cut the level in 2 halves)
Edit: Sorry for the bump <_> |
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#9 |
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Banned
Join Date: Dec 2008
Reputation: 256
Posts: 3,291
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#10 |
![]() Join Date: Aug 2008
Reputation: 416
Posts: 908
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can be caused by too big func_precipitation (sp?)
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