well didnt know bout this error till now but my map is half done , how do i put caulk brush now. when most are allready textured?
i know what the problem means and how 2 fix but how do i caulk whats allready done?
well didnt know bout this error till now but my map is half done , how do i put caulk brush now. when most are allready textured?
i know what the problem means and how 2 fix but how do i caulk whats allready done?
Hi!
It is seldom too late.
I would try a) reduce number of strucutral brushes and really work with the strucutral brushes and hint brushes to get optimal VIS, b) increase blocksize.
I do not understand what you mean by caulk brush? What do you mean? Are you referring to structural brushes?
//Loffy
hey
i have this problem too when decompiling… is the prob that the player can see too far? i don’t get it … i read some things about _blocksize 0 but it didnt help …
would it work to place a caulked brush (and i do mean normal brush with caulk text. :P) to “cap” the view (even when it’s invisible in game?) at places where the players aren’t supposed to get anyway?
my map is like a lake … and one side of the lake is just for scenery but i guess it’s too big… 
retredmadcat, welcome to the forum.
I would study the concepts of structural and detailed brushes (if you haven’t done it already) and reduce the number of strucutral brushes.
Do you have a lot of structural brush? That questions goes to nikita too.
//L.
When you decompile, the information of which brush is structural and which is detail is lost, and all brushes are made structural by default. Of course you run into trouble trying to compile something like that.
Nikita, the question is not whether you caulk textured brushes or not. The question is: did you at all differenciate between structural brushes and detail brushes yet. Every brush you make from scratch is a structural brush by default. So if you didn’t make them detail by selecting and hitting ctrl+M, they r still all structural. You can check on which brushes are structural by pressing ctrl+D which filters all detail brushes.
If you now get the impression of… dang someone should ve told me earlier… welcome to mapping. Follow Loffy’s suggestion and read a bit about detail and structural brushes.
Increasing the blocksize just for a start won’t solve the problem only temporarily if at all, so i don’t recommend it. You rather should go for clean structural work, even if that means a rebuild of large parts of your map.
thnx for the replies,
but (if McNite’s reply was for me) i didn’t decompile a map, i meant compile, sry 
but i didnt do anything with structural/detail brushes…
i dunno what they are… will search for something now… but my guess is that large pieces of structures like buildings or terrain should be structural and little things like a lever or a ladder detail? well i dont have a clue actually… but that means i was wrong in thinking that the error had something to do with the viewing distance of the map? (how far you can see)
btw im not actually retredmadcat, that’s just a clanmate of mine who made this account as somehow i couldn’t make it myself… i emailed the admin if he could change my username but i didn’t get a reply yet… i dunno if it can be done… but nvm 
It says MOHAA in this tutorial but the info is valid for ET too:
http://dynamic.gamespy.com/~manstein/include.php?path=content/articles.php&contentid=203&PHPKITSID=d645935c4c32e854017290d205fff3a5
not strectual loffy. am looking for a way to make the brush show all of its faces so i can turn all the other (none visiable to player texture brushes) into nodraw+caulk
so how do i texture only 1 face= ctrl atl shift + lmb is highlighting all + ctrl + shift + lmb also
using radinet 1.5
— Vis —
saveprt = true
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/kotc.bsp
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/kotc.prt
5047 portalclusters
17201 numportals
18031 numfaces
************ ERROR ************
MAX_MAP_VISIBILITY exceeded
what execly is that mean the portals + faces?
To select 1 face on brush, I use lmb + SHIFT + CTRL, in 3D view.
Then, lmb + SHIFT + CTRL + ALT to keep on selecting several brush faces. Note: Can be used repetetively on more brushes.
Do you have a situation where you have tons of brushes in a mapping project and almost every one of those brushes are textures on all sides? And now you want to have only the visible sides textured?
//L.
Selecting faces wont work in 1.5 you have too use 1.4 gtkradiant. But theres some things that 1.5 can do that 1.4 cant, like making a brew and lookin nice.
i want only the visible texture to have portlas the back textures faces to be caulked so what i do is using 1.4 to caulk my texture that i dont want people to see
problem solved
i want only the visible texture to have portlas
You are still messing things up. Portals get created by structural brushes, no matter whether they are textured or completely caulked.
What you describe as texturing the visible side of brushes only is aiming at reduction of tris count. But a) that won’t help you with your problem and b) if you do clean brushwork from the start, it won’t improve your FPS much.
What you really need to do is to make a lot of your structural brushes detail. Looking at your compile log i m not surprised your compile doesnt work. Read the tutorial Loffy linked.
So the only thing we can do to get the vis size down is detail brushes and hint brushes, but what does loffy mean with increasing blocksize? and what is it