[QUOTE=eiM;185781]hm found nothing about vis or prt in the -meta process
No I havent defined any custom blocksize… should I?
edit:
I just copied a small part of my map to test the vis part once. Even with a single room it does not work, it saves no prt file. So what setting could I have ****ed up that q3map2 fails at creating the prt file?[/QUOTE]
I spent a good 10 mins with your map. Most time trying to compile. Pretty nice looking. Even tho it isn’t structucally sealed (found some holes from the doorways etc.), it doesn’t matter that much because you have that box around it.
Anyways I found your problem. The leakage I found was your command post. You have most likely copied the cp from a decompiled map? Every command post clip and the toi had origin keys that were not matching. Delete those keys and add manually an origin brush for each of those entities.
Also you are using 1.4.0 and that’s something I noticed aswell. The big terrain of yours gave me a good list of degenerated planes and such errors. As you probably don’t get any error messages of it, just ignore this. This sometimes happens when you open a terrain made in 1.4.0. in 1.5.0. Anyways the for-me-problematic entity number of the terrain is 918 and it is located at the bottom of the map.
After fixing the command post (and the radiant “fixing/****ing up” the terrain) I could compile just fine and get the prt file. The vis started compiling fine, but I didn’t bother to finish it, because of a major vis data size of 1 834 568 bytes.