i’m making a map with a good size terrain and get that max_map_visibility, all i have is a sky box and terrain, and a lot of hint brushes, Now for fun i decompiled fueldump to see how they got around it and i can’t see any differances so i compiled fueldump and got the same error. So my question is how in the hell did they do it. oh and my map is smaller then fueldump just don’t get it.
How do the pros do it, max_map visibility
Remember, that when you decompile something, 1) you lose all of the hints, 2) everything gets converted to structural brushes. Decompiling a map will not help you understand VIS
ok did figure something had to be up but how do i fix my max_map_vis problem like i said my map is smaller then fueldump i have only the terrain and a sky box
you guys where right my terrain was structural. still learning about detail and structural. i selected all the terrain and made it detail and that fixed the problem. My question is do you use deatail for everything except the sky box or does strucual have another purpose
can someone plz tell me the difference between an normal brush, a structural one and a detail one?
Nikita, if you have no idea what you are talking about, please don’t offer a BS answer, or at least qualify your answer.
Here is my understanding.
- Maps get divided up into discrete blocks (can’t remember the right term, portals?), in which objects are drawn
- A VIS table informs your computer which portals you can ‘see’ and therefore is drawn, from any portal in which you are standing (see one of Nibs tutorials on this subject)
- These portals are defined by the placement and arrangement of structural brushes
In general, you should only use structural brushes where you can actually block visibility.
Example:
If you have a single empty room, with 4 structural walls, this will become one portal
If you have a single room, with 4 structural walls, and a chair made of structural brushes, this will get cut into a number of portals depending on your legs, seat, and the back
The same single room, with a chair made out of detail brushes, will become one portal
ahhh ok
thanks! 
one thing… when u just add a brush, is it a detail or structure then?
Structural is default. You can turn struct into detail brushes with CTRL + M and hide detail brushes with CTRL + D.
Get the tris_fps_vis.pk3…you can unzip it for the source file, btw… don’t forget to read the README.txt.
omg TY 
cuz i really want to learn the special things about mapping… 
soo maybe when i get a bit older i can make some money on it 