q3map2 custom compile settings


(obsidian) #21

If you are getting the MAX_VISIBILITY_EXCEEDED error, you are more likely doing something ridiculously wrong. Hints won’t help you.

You may want to post a screenshot of your editor with detail brushes hidden.


(ACROBAT) #22

Naw there is nothing wrong, but I have had past maps where I had to work around this error in the case of gigantic maps. Kaistagon is having this error right now on map-craft and for some reason he can’t post here. I’m not the only one who gets this error when making a large map, and if you make it large enough, you will eventually get it no matter what or some other error. For some reason he can’t post on splash damage…

Changing _blocksize is the only thing that seems to help, and that has its limits. Wouldn’t dumping the pre-drawn portals entirely be much better so that there are no wasted portals, and using all hint brushes to draw the vis zones in yr map.

Also I’ve been searching for the tutorial that inspired me to want to merge portals. It was a hint brush tutorial where the guy had a 3 floor house (but on one side of the house it was 2 floors.) The second floor was a structural brush. On the X-Y he was kind of using a hint brush that was clipped so as to make a visual zone. But then when he rotated to the X-Z and Y-Z he had a new problem where because the second floor was structural, in one corner of the house he had three leaf nodes created vertically going up. He overlapped all three lead nodes with a hint brush. That hint brush override the structural brush and override the previously drawn portal lines. That made me think, well why not override all those portal lines being pre-drawn in with _blocksize? Needless to say I can’t fin the tutorial and it wasn’t one of the ones you listed on quake3planet either, but it was a Q3 tutorial…somewhere :confused:

I just looked at his world spawn and he has _gridsize rather than _blocksize errrr. Errr.

Here’s his post

You might remember I had this exact problem a while back, and I thought I had fixed it. Now, I added ONE new area and my map refuses to run a “vis” line compile.

"This is my map’s layout

With details filtered

My worldspawn.

I tried using obsurd keys like _blocksize 131072 131072 131072, and so on, but got nothing. Do I have gridsize entered correctly? What key combination do you think would fix this?

Thanks again "


(obsidian) #23

Is there an actual practical problem that you need help with or is this all theoretics?

If the former, you really need to concentrate on it and explain exactly what you are having problems with.

If the latter, then all this is a pretty big waste of time. You need to actually make a map and ask me questions as you come across them. Otherwise, there are potentially billions of questions and we’ll be here forever.

You seem to have a problem with jumping across all sorts of questions and problems that seem to me to be totally unrelated and I’m having a hard time following the overall direction that you are taking this. If you just want to satisfy your curiosity, then you’ll have to do what I did and make lots of small test maps and read the documentation.

Sorry, I don’t mean to sound harsh, but I just get the feeling that we’re going around in circles.