leaf with too many portals Error


(Enforcer) #1

Im working a map for the community to use! but ive run into a problem while trying out compile compiling techniques.

Icompile BSP -meat in gtk and then run -samples 3 and i get ERROR: leaf with too many portals

y do i get this?

I just ran vis and i get the error with compiling vis!


(Fracman) #2

-samples 3… isn’t that meant for -light passes??? This compile pass should be done after -vis pass!
E.g.:

  1. BSP -meta
  2. -vis -fast
  3. -light -fast -samples 2

(Enforcer) #3

still when i compile -vis is when i ge the error, and i was running -samples 3 after -light and i still got the error


(Fracman) #4

Try the “BSP monitoring” function in GTKRadiant,
it will show you which brush causes the problem perhaps.


(Enforcer) #5

k i fixed my bad brush and still i get the error. also another error i get is

entity leaked

but that wouldnt cause it?


(SCDS_reyalP) #6

An ent embedded in structure seems to do that.


(RabidCow) #7

Perhaps you have something that is made from lots of tiny structural brushes, or maybe you have hints criss-crossing and creating tiny portals…
RC


(MindLink) #8

Make sure you don’t have any too complicated structural brush layouts in your map.
Well, make sure you’re making a distinction between structural and detail at all :wink:


(Enforcer) #9

K The only thin right now i have that is detailed is the terrain, i still have yet to go thru and detail other brushes but i will i was working on making sure the cameras worked and lighting worked before i got anything else done. Ill detail the rest hopefully tonight. and let you guys know whats up.


(Fracman) #10

make sure you don’t have duplicated brushes or any kind of element at the axis origin (0;0;0) (only if that is outside of your map)


(Enforcer) #11

k i got it fixed, it was the detail brushes thing i removed all the unwanted struct brushes and made them detail. k now i need to compile the terrain properly, theres no shadows being cast on the terrain and im not very good at q3map2 yet