hmmm :banghead:
i have tryed everything that the the search button showed me 
but i can’t find the error
:bored: HELP :bored:
hmmm :banghead:
i have tryed everything that the the search button showed me 
but i can’t find the error
:bored: HELP :bored:
i had this error in a map ages ago. i made a large map and wanted to test it so i made a massive skybox cube to enclose the level. this meant that pretty much every part of the map was visable from any other part of the map. I got the max_map_visibility error when compiling. I seem to remeber splitting the skybox into two sections so that you could only ever see half the map at once. afterwards i no longer got the error. dunno if that helps or not. you may get better answers uif you ask in the q3map forum
Yeah, I would look in the Q3map2 forum. If you haven’t learned about structural and detail brushes yet, you should. Basically, you only want large brushes to be structural. So use view—>filter—>detail in Radiant to see what brushes you have that are structural. Make all small brushes detail and you should be good to go.
i have same prob .
when is a brush small enough then to make detail.
and in another tutorial it says when a brush is touching the void its not to be made detail.
im puzzeld
Every map should have some kind of scheme to block visibility of different areas. In the absence of this, since I take it you’re still learning :), make any brush smaller than the player detail. For example, a handrail? Yes, it may be longer than the player, but could it ever block the player’s view of anything?
The void is an infinite or undefined space which has to be sealed off from the player. I assume that all they mean is that you cannot create a VISable hole into the void by using detail. If your map doesn’t leak during compile, I don’t think you have to worry about this one.
i had this error too some time ago. i built a huge outside terrain. the only way to compile was (single) …etc. good thing it worked out this way for you. i never published that map.
i only have this prob at the end of my map .
i to have read about some one ho has had the same prob he made his hole terrain detail im not sure i wanna do this .
its say in the bsp proces pcx has a function group .
never had this before bud its has something to do i think with the VIS to .
Entity 1 (func_group) has shader index map "den_ijzer.pcx"
Entity 20 (func_group) has shader index map "den_ijzer.pcx"
Entity 21 (func_group) has shader index map "den_ijzer.pcx"
Entity 22 (func_group) has shader index map "den_ijzer.pcx"
Entity 175 (func_group) has shader index map "den_ijzer.pcx"
11672 total world brushes
5598 detail brushes
138 patches
23438 boxbevels
2534 edgebevels
197 entities
58432 planes
3 areaportals
Size: -80, -80, -360 to 10812, 10812, 2194
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -80.000000 -80.000000 -360.000000 } { 10812.000000 10812.000000 2194.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
116 patches
38 patch LOD groups
--- FaceBSP ---
33482 faces
23555 leafs
--- MakeTreePortals ---
1050 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
6299 structural brushes
17555 cluster references
--- FloodEntities ---
Entity 333, Brush 0: Entity leaked
5806 flooded leafs
--- FillOutside ---
16979 solid leafs
770 leafs filled
5806 inside leafs
--- CullSides ---
Connection closed.
Setting up
Listening...
=== running BSP command ===
You’re kidding right? Terrain should be detail. See this:
11672 total world brushes
5598 detail brushes
That means the majority of your brushes are structure.
As far as the pcx being found, that is normal. What is not normal is to have that many terrain entities (unless it’s by design which I doubt, since they are using the same pcx). If you deleted terrain brushes and hit undo, it will make new entities out of those brushes. So, what you have to do is use Edit—>Entity Info—> Func_groups and select these smaller terrain func_groups. Then select one brush from the main terrain func_group and right-click, move into entity. Otherwise, the texture is likely to be screwed on the smaller groups.
Entity 1 (func_group) has shader index map “den_ijzer.pcx”
Entity 20 (func_group) has shader index map “den_ijzer.pcx”
Entity 21 (func_group) has shader index map “den_ijzer.pcx”
Entity 22 (func_group) has shader index map “den_ijzer.pcx”
Entity 175 (func_group) has shader index map “den_ijzer.pcx”
i had allot off nodraw brushes around that i forgot to make .
detail .
bud thx for the good reply and simpel explanation .
my englisch is very bad .
i just whent to the view and checkt it again filterd detail .
that sure dith it

Cool, but don’t forget about merging those terrain entities. Trust me, it will cause some funky looking terrain. If you have problems or questions about doing that, just post again. 

yep good info on that terrain i had it one some of my maps.
never could figer that one out bud i always think its something difficult.
i never think off the easiest way haah.
:notworthy:
Don’t bust my balls after I try to help ya.
j/k It took me dozens of hours to re-create the terrain in my first map! All because the undo feature is not done. lol Get it?
Afaik all transparent (i.e. the nodraw too) don’t work as structural by default. I had a lot of clips in my map and when i made them all detail it didnt change a thing with regard to VIS-size or leafs.
What is killing your map are either the 6300 structural brushes or a structural brush with too many sides (make an arbitrary sided brush with 20 sides, make it structural and try to compile… u ll see what i mean)
Good point McNite. I didn’t realize he said he changed nodraw brushes to detail. And I just tested.
(that view is via tools—>prt viewer. compile with -vis -saveprt)
