Vis compile ?


(Ron-007) #1

hi @ll

vis compile or vis-fast compile

:banghead: :banghead:

gruß ron


(SoulRebel) #2

i think i have the same problem:


— Vis —
saveprt = true
Loading C:/games/rtcwET/etmain/maps/_prefab_objects/gma_mountain_v1b2.bsp
Loading C:/games/rtcwET/etmain/maps/_prefab_objects/gma_mountain_v1b2.prt
6977 portalclusters
32091 numportals
17207 numfaces
************ ERROR ************
MAX_MAP_VISIBILITY exceeded

when i am compiling the whole map only -meta - bsp -light-samples (but without VIS) everything is ok… the rain is falling, the torches are ok… sky … terrain, water, … everything… but i still get this error when i compiling -vis!

how did you do the huge open terrain on fueldump map?
what are the limits of these counters?


(Thej) #3

check here
http://www.wolfensteinx.com/surface/tutorials/compile_errors.html#18


(SoulRebel) #4

i know this page and the tutorials are very good but the error messages and the description has very less information


(lennyballa) #5

You need to make more brushes detail, at least thats what i do. Also, add some more caulk brushes to block VIS(ibility). Keep adding more detail brushes/ removing structural brushes until you solved the problem :wink:


(Thej) #6

or make the _blocksize of the map bigger


(lennyballa) #7

Lol didnt even know that :stuck_out_tongue: . Does that make your map uglyer/less fps or something?


(Thej) #8

it reduces the compile time, and no it doesnt change the way the map looks :slight_smile:


(SoulRebel) #9

i am only a hobby mapper so i do not know all the things…

-> detail brushes/ removing structural brushes ?
what are detail brushes or structural brushes… that has nothing to do with textures?

_blocksize … can i use this in the worldspan?

my blocksize is for a 4096 x 4096 u map… 32 x 32 (not to much, i thought)


(lennyballa) #10

nope, just select the brush you want to be detail and press right mouse button ----> make detail. :cool:


(SoulRebel) #11

thx… will test it out


(SCDS_reyalP) #12

The most likely reason to get the error is because you have not yet learned to use detail brushes. This happens to almost everyone at some point. In that case, increasing blocksize is not the optimal solution.

Whether a larger blocksize has a negative impact depends on the map.

Here’s a tutorial on structure and detail. There are some links to others at the end. http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml


(DeAtHmAsTeR) #13

I HAD THE SAME PROBLEM 2 DAYS AGO _ USE THE SEARCH BUTTON :@

http://www.splashdamage.com/forums/viewtopic.php?t=3502

make everything which is not a building into a detail (ctrl + m)

use fog

hint brushes

use brush clean up


(SCDS_reyalP) #14

If you set _blocksize to 32x32 in the worldspawn, that is a problem. The default is 1024 (if I remember right). I suspect you are confusing this with the radian grid size or something. _blocksize is a key you set in world spawn which tells the compiler how far appart the initial splits in the .bsp should be. You can see where the blocks are by the ‘show blocks’ command in the view menu. If arrange to have some of your sturcture on block bounderies, you can make your map slightly more efficient.


(DeAtHmAsTeR) #15

Yes you are right


(SoulRebel) #16

thx… but i do not have the “brush clean up” button


(Thej) #17

yes u have, its the one withe circular arrows coloured blue and green(third row of the editor, second of the left)


(lennyballa) #18

does _blocksize bad stuff to your map like fps dropdowns?


(DeAtHmAsTeR) #19

if ur block size is small it affects the number of leaf nodes - which is bad and it takes longer to compile


(SoulRebel) #20

oh piep,… i did not see this row of buttons…

yeah… everything is yellow when loading the prt file!!!