
Need help with "too many vertex format changes..." on my own little Half-Life 2 'remaster'
Hello everyone! I am quite frustrated! I am doing my own little 'remaster' of Half-Life 2. Basically, porting it over to Mapbase and adding a ton of vanilla friendly details (like improved brushwork, etc), custom models to the maps (like turning 2D brush textures to 3D models) things like parallax corrected cubemaps, dynamic render-to-texture shadow angles, projected texture shadows, parallax occlusion mapping on selected textures, improving vanilla models, and more. But I am almost on my way cancelling the project because I keep hitting the 'too many vertex format changes in frame' issue in maps. It would be sad to abandon this project because I've been working hard on it. I've read all I could on what causes this message to happen and part of the world not rendering. I know it's because of the detailed brushwork (like the windows of buildings I add) that causes it. I try and convert or create a lot of details as models rather than brushes but with the brush details I want to add to buildings I keep hitting this limit. Any experienced people out there that could tell me if there is ANY way I could add the details I want but not hit this limit? A kind of a workaround? I also tried moving over to VBSP++, VRAD++ VVIS++ but still no success.
Thanks in advance and here's a little taste of d3_c17_03 in Half-Life 2 and what I am working towards: