Max_Map_Visibility exceeded


(RabidCow) #1

I’m trying to build an extremely large map. I have the brushwork pretty much done (terrain) and the r_speeds are reasonable, total number of brushes is only 13k. The only problem seems to be the actual size of the map that q3map2 doesn’t like. I get Max_ Map_Visibility Exceeded and
WARNING: Lightmap texture coords out of range: S 58.2944 > 77 || T 126.0514 > 1
26
errors during compile. My question is, are there any special compile options that I can use to allow the compile of very large maps? The map in question is 64,000 x 16000 units…Thanks!
RC


(MindLink) #2

you know, 64000 units is reaaaaaaaaaaaaaaaaalllllllllllllllllllly large… It will take a player several minutes to get from one end of the map to the other I guess. My first advice would actually be to tone your map down a little. Could be that there are problems due to the large distances.


(SCDS_reyalP) #3

If you don’t have a lot of structure, the max_map_visibility can probably be fixed by increasing your _blocksize. You may want to turn off blocking in the Z axis too (in q3map2, you can give 3 values to _blocksize).

I’m not sure about lightmap one, but perhaps it is related to huge brushes. If you have one giant brush for your ground or whatever, try cutting it up into several smaller ones.


(RabidCow) #4

Thanks :). I should have searched a bit more before posting…just haven’t come across these errors for a long time. The larger blocksize fixed my first problem and a larger external lightmap seems to be helping with the lightmap errors. Thanks again.
RC


(ydnar) #5

Make sure you compile with -external as ET has native external lightmap support.