Map Compiling Errors - GtkRadiant 1.5


(KeMoN) #1

Hey
I’m currently working on a map and I always just tested it with:
Q3Map2: (single) BSP -meta

Now I tried compiling it with light, so I used Q3Map2: (single) -light -fast. Now I get an error:

************ ERROR ************
MAX_TW_VERTS (12) exceeded

So I tried Q3Map2: (single) -vis -fast there I got this error:

************ ERROR ************
MAX_MAP_VISIBILITY exceeded

A friend of mine said maybe it’s because I have too many entities, so I reduced them from 175 to 15. I also managed every leak, but I still get these errors. The weird thing is, when I compile it now with Q3Map2: (single) BSP -meta there is no error at all.

It would be awesome if someone told me what to do. I really dont want to start this map again. This is also the second try of this map. (The first one was ugly and this one now is incredibly cool and took me loads of time and thats why I wanna save it…Pls Help me!!!

If someone wants to have the complete console entry of it, just say it and I will post it.


(stealth6) #2

lol how do you go from 175 to 15! ??? That’s not even enough spawnpoints let alone anything else lol.

And the entity limit is over 1000 so don’t worry about that.

From the errors it looks like you have a HUGE open space in your map, or maybe your map is just one huge open space?


(KeMoN) #3

Hey
Well those were just func_groups so no problem.
The “map” is one large building and around it is like you said empty space.
I just wanted to compile it with light so I can post you some screenshots and then I got the error.
What shall I do with the empty space? Add some fog?


(stealth6) #4

Yep that would work i think.


(KeMoN) #5

deleted*


(FireFly) #6

Both Errors indicate that you have way too many portals in your map.

By default brushes are structural - and these structural brushes create portals- you should make a large portion of your structural brushes detail. With “a large portion” I mean things like furniture, railings, stairs,crates, etc… You should keep the walls,ceilings and floors structural to block vis: This should be your caulk Hull.

Have a look at Nibs Tutorial about detail brushes: http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml


(KeMoN) #7

Thanks for the tutorial!
Is it possible to set the outer wall of my building to detail because there are also loads of details in it and then add a VIS-Block Wall?
I mean I set the real wall to detail because there lots of little things in it. Then I draw a brush which does the same thing like a normal structural brush but cant be seen from players ingame. (like HINT; NODRAW; LADDER; …Textures)
You do the same thing with a high poly mesh…you add some low poly mesh to “cover” it.


(.Chris.) #8

Yeah you can do that, what I tend to do is block out my building layout with caulk and keep this structural then add everything else as detail.


(KeMoN) #9

I’ve made it now structural/detail and created a “low-poly-mesh”.
But I still get the errors. Is there anything else I can do? Or shall I send you the .map file that you can have a look over it?


(stealth6) #10

[QUOTE=KeMoN;242973]I’ve made it now structural/detail and created a “low-poly-mesh”.
But I still get the errors. Is there anything else I can do? Or shall I send I send you the .map file that you can have a look over it?[/QUOTE]

just post the source :smiley:


(KeMoN) #11

ye of course, why not xD
If you have the source stealth, what would you do? I mean what would you check or search for?


(stealth6) #12

Look at the struct vs detail brushes mostly and try to solve error :smiley:


(stealth6) #13

I think I found your problem :smiley:

See attatched image.
Most of the stairs if not all were still structural brushes making loads of extra portals.
by making them all detail it fixes your problem.

The 2D view shos the portals (blue lines)

and in the 3D view you can see the portals (the colored boxes)

I got this screenshot by taking out a piece of your map with the stairs and compiling just that hehe, there was no way of compiling the whole map with all those stairs.


(KeMoN) #14

Thank you all and especially stealth’
The problem is solved


(ballking) #15

I mean I set the real wall to detail because there lots of little things in it. Then I draw a brush which does the same thing like a normal structural brush but cant be seen from players ingame.