Q3Map2...compiling big maps (can they be splitted?)


(anze) #1

Hi…

I have a realy big map. It doesnt have any complex objects.

When i try to compile it, i get error MAX_MAP_LEAFFACE… :banghead:

How can i compile this?
I am wondering if i can somehow split my map in more pieces,
compile the pieces and then put them in one BSP file.
If this (or something else) can be done i would be most greatefull
if you could help.
:banana:

Thank you


(ratty redemption) #2

are you using the caulk hull method of building maps?

could be you have too many structural brushes and not enough detail.


(anze) #3

Hi,

yes…i use this method…
But what do you mean not enough detail?

If it makes any difference…
I can compile with ‘-leaksonly’ flag, or default compile…
but when i use ‘-game ja’ (only one i tried) i get the error.

So…is it possible to compile map in stages (many small maps = one big map)?

Thank you


(ratty redemption) #4

any brushes that arent touching the outside void and arent needed to block vis, should I think be made detail.

ydnar or some of the other guys here will know more about this then I do, including whether your other question is possible or not.


(anze) #5

Hi,

if anyone wants, i can send you the map file and you try to compile it

Thank you,


(pazur) #6

what do u mean with big? larger than 4096x4096x2048? can u post the size in units?


(anze) #7

Hi,

here is total map info, entiti info and the compile outup…

When i compiled now a debug window opened and one entity leaked…,
but it didnt leak before…HMMMM…

I hope this image will help you all to solve my problem.
Dont know why its green?..

Thanks for your help


(pazur) #8

hi,

there is a part in the compile log saying:

327 detail brushes

i think such a map shoould have more detail brushesl. to make a brush detail:

  1. select a brush
  2. press Ctrl + M

to turn on and off detail brushes in the viewports press Ctrl + D

everything that is small in the map should be made detail

this tutorials about hint brushes might help you to understand the vis process:
http://fps.brainerd.net/hintbrushes.htm
http://www.wolfensteinx.com/surface/tutorials/hint_brushes.html

and btw… my rtcw map natterbase had 19064 brushes and was 8192 x 9216 x 4608 untis big. and it compiled fine (except that i had to watch the maximum t-juctions of 64K)