Its my first post here so hey to all. I've been using interlopers as a mapping resource for years, but now I've got a bug I cannot fix it seems I've got to be less anti-social and get some external help fixing this one.
Okay well over the last year I've been working on a map for firearms: source; gameplay's final and final art pass was going well Until I encountered an error that spams me with this message:
"Too many vertex format changes in frame, whole world not rendered."
some world faces Pop and it isn't a game breaker but as I've got quite a lot more detailing todo and need it fixed for our immediate release. It only occurred in two locations in the map and when no clipping out of the world. I originally assumed it was just a misplaced tool texture or some engine limit I'd hit. The past few weeks of experimentation and research have really not given me any insight to what is causing the problem. The map has since been heavily optimized, and runs well within all listed limits. It seems to be something more abstract; not one specific area but the current arrangement of areas. The only one thing that has fixed this is covering the whole map in a single dev texture. With this is mind I reduced the texture count further; far lower than that of the last working build. All light maps are at 64x, and all obvious causes have been explored. Frame rates are also fine throughout the map. I'm looking for insight into the more unusual causes of this message spaming from my understanding it can be any number of things?!
First problem area now fixed by replacing all local textures:

Noclipping. Note the 'popped' Faces in top left

Current problem location. Angel dependant.

The map uses all new textures, most with normal maps and specular, put the texture/map count was higher on a working previous build and all recent material files have been checked for errors. Tonight when I get back from work I'm going to compile without Vis then rad to try narrow the problem down. I'll post my results in a few hours.
Look forward to your insights and suggestions. Thanks
Howser







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