MAX_MAP_VISIBILITY exeeded!


(scotchii) #1

Hey,

I was working on my map and wanted to test it…

but when compiling the error: MAX_MAP_VISIBILITY exeeded.

I know what it is but I kinda screwd up my terrein cause it’s at many places not caulked…
Hole terrein has a texture… and I have to caulk more but the terrein is my problem now…

is there an easy way to get it right? or do I have to do it again?

and my map is kinda big :smiley: so I don’t know if it will work if I fixed the caulking :stuck_out_tongue:
maybe some fog but how?

( I’m missing a lot of official textures?? when I caulk it it’s red: image not found :stuck_out_tongue: )

Scotchii


(Cambodunum) #2

… please try/use the forum-search first
http://www.wolfensteinx.com/surface/tutorials/compile_errors.html#18


(Diego) #3

Don’t try to use fog to cover over a bad caulk job. If you textured the entire brushwork, you’ll have to do it again so that only your exposed terrain surface has texture.

If you don’t want to spend the time selecting all of your terrain brushes, you can open up the .map file in a text editor and do a search for the path of your terrain texture, and replace it with “common/caulk” instead. Do that on the entire .map file and all of your brushwork with that terrain texture will be caulked next time you open it in radient.

I use that from time to time to replace textures that I no longer want in the map, but can’t find the brush it may be applied to.


(IndyJones) #4

did u set what is detail and what is structure?


(scotchii) #5

I made the terrein in easygen… and made the scale smaller in radiant. and then added textures. which bit screwd :stuck_out_tongue:

and what’s different about structure and detail: I mean what’s best for terrein? detail??

I just have to caulk more. when I done that I let you know when still not working… or just that it’s working :stuck_out_tongue:


(Cambodunum) #6

http://www.pythononline.co.uk/et/tutorial18.htm


(scotchii) #7

Yo, I just caulked everything… then complile… still same error? any one suggestion?


(-SSF-Sage) #8

Are the terrain brushes detail brushes, because the always has to be? Most of the brushes should be detail, or otherwise you will easily get that error. Check the tutorial to know which brushes should be detail and which structural, this is really important to get your map up and running + playable. Also small blocksize values might result in this problem.


(shagileo) #9

I think your map is still too big. I had the exact same error before, because of the mapsize.


(-SSF-Sage) #10

The error is possible to fix in any map with proper detail vs structural brushes + bigger blocksize values if needed. There’s not such a map you could not fix this error in, but you might hit other limits aswell, or get horrible performance. With proper visibility (includes proper layout, detail vs structure and hint brushes) you should never hit this error thought.


(Wezelkrozum) #11

try to split your map in different rooms with vis-blocking.


(shagileo) #12

I double dare you to fix our problem in our previous project :smiley:
I had good detail/structural brushes, good layout (only poor hinting as the hinting part would not work whatsoever) and adjusted blocksize.


(-SSF-Sage) #13

[QUOTE=shagileo;185221]I double dare you to fix our problem in our previous project :smiley:
I had good detail/structural brushes, good layout (only poor hinting as the hinting part would not work whatsoever) and adjusted blocksize.[/QUOTE]

Double dare as much as you want. I guarantee you that I can fix your MAX_MAP_VISIBILITY error in an eyeblink, if we forget the performance. Make all brushes inside the skybox detail, and make the blocksize 0. :smiley:


(scotchii) #14

'Lol… I’m not the best mapper… I know :o

add me on xfire: clockwise2

http://www.nomercy-clan.nl/kitchen.map


(scotchii) #15

How to make make blocksize 0 then :o


(-SSF-Sage) #16

Oh yeah… that was a joke… Sorry but I don’t have a xfire, but I had a quick look at your map. The problem is very easy to spot. Every brush you have is structural, and this is why you get the error. I like to keep every brush detail in this stage anyway, but you can set proper detail vs structural now if you wish to test vis blocking. But what to do first: read this and learn it, as suggested before by M|A|D [Cambo]. Then study some hint brushes.


(shagileo) #17

To know topics that deal with Hint brushes and blocksize, I already made a list of links. Maybe it can be useful for you :


(scotchii) #18

Thx for al the tutorials,. I made the terrein a detail brush. ( func_group ) and made the terrein it self less detailed, It’s made in easygen. so when I wanted to compile… still the same… :eek:

what’s wrong?


(Wezelkrozum) #19

You didn’t cut the rooms small enough or there are a lots of small brushes in your map which you can’t see in radiant. I suggest you to use the brushcleanup tool first (tools>bobtoolz>brushcleanup).


(scotchii) #20

Woot, :stuck_out_tongue: I finaly got it… it’s compiling now… :stuck_out_tongue: I hope I have no other errors :open_mouth:

thx all