Ive got a map, which is 55000 units high. It has a tower which is 53000 units high. When I do a light compile, the map has no lighting when I test it. Any ideas why?
No light mapping
Hm, strange.
Did the q3map2-compiler (what version by the way?) create any lightmap tga:s at all?
Did it create a prt-file at all?
Radiant 1.4.0
No light map tga’s
No prt file
–
Its a tower the players play on Ifurita. You have to get to the top. So I do need the 55k units.
OK, I would guess that the light phase never starts due to the fact that the previous phase (of compiling) did not work (no prt was created).
Do you see any Warning-messages when you compile the first two phases?
This is all it does when I compile.
--- LoadMapFile ---
Loading F:/Enemy Territory/etmain/maps/tower.map
entering F:/Enemy Territory/etmain/maps/tower.map
WARNING: Couldn't find image for shader textures/skies_sd/sd_siwasky
1573 total world brushes
1507 detail brushes
1 patches
198 boxbevels
209 edgebevels
29 entities
4216 planes
0 areaportals
Size: -16128, -16128, -32 to 16384, 16384, 55296
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -16128.002930 -16128.000977 -32.000000 } { 16384.001953 16384.003906 55296.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
1 patches
1 patch LOD groups
--- FaceBSP ---
660 faces
71359 leafs
--- MakeTreePortals ---
80 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
110 structural brushes
8590 cluster references
--- FloodEntities ---
Entity 1, Brush 0: Entity leaked
62778 flooded leafs
entity reached from outside -- no filling
--- LeakFile ---
39 point linefile
MAP LEAKED
Did you make a skybox with the nec. entity(ies) contained within ?
BTW… “BSP bounds: { -16128.002930 -16128.000977 -32.000000 } { 16384.001953 16384.003906 55296.000000 }”
:suspicious: :uhoh: :suspicious: :uhoh: That is one HuGe mAp BoUnDaRy…
Entity 1, Brush 0: Entity leaked
62778 flooded leafs
entity reached from outside -- no filling
--- LeakFile ---
39 point linefile
MAP LEAKED
And there’s your problem.
2 things to check:
Check that no entities are located on the outside of the map hull.
Check that the map hull actually seal the entitire level. If you have a hull part made out of detail brushes, patches, some special shaders etc it will leak.
Use the pointfile (file->pointfile) from within radiant to see where it leaks by following the red line.
What is “nec. entity(ies)” ? Iam using the sd_siwa sky box, I havent made my own.
Ill also check to see if the hull is all strucual.
necessary entity (ies) i guess, did you put an info_player_deathmatch in the map as well as the blue and red spawns (not necessary afaik).
and it says: Entity 1, Brush 0: Entity leaked so that means that entity 1 isn’t setup up correctly, there’s probably a red line (pointfile, like Lanz said) in the map pointing to this entity.
Iam not a noob weebull
I know how to make a map. I fixed those problems, but the light compile wont work, I get the max vis error. I think my map is just to high forthe lighting to work.
It shouldn’t be a problem to run a light compile with a high map. AFAIK there’s no relation between the MAX_VISIBILITY_EXCEEDED error (bad vis - tons of struct brushes, bad blocksize or something) and a light compile. I bet the light compile will work when the vis problem is fixed.
Agreed, Minas Tirith and Helms Deep are very high maps too, but compile/light fine, albeit slowly. Max vis exceeded indicates that your map is being cut up into more portals than the engine can handle. Can you see all of the rooms inside your tower or is it completely enclosed? How is the tower made? If it’s a big cylindrical patch, it won’t block vis so anything structural inside will cut your map up pretty significantly.
I would suppose that the sheer height of your map, given default portal sizes, would still result in a ton of portals even without significant fragmentation from structural brushes. What are the X and Y dimensions of your map?
I think the x and y are around 6000-7000. Iam having a friend look at it now, to fix the vis error.
TBH…with such a HUGE map, you should use:
Key: _blocksize
Value: 0
(sorry I didn’t mention it before)
In one word: FUN 
Higgins, if you need some advice for the vis part, post some screenshots.
I moved the sky box in more, this stopped the vis error. But my stairs are now gone, I think it was those that gave the vis problems.
Were the stairs made out of structural brushes? Did you try just turning them into detail brushes?
They where detail. Plus, I never had room for them when I moved the sky box in.