map compile error -1 reply

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Alomatik

Amatör mapper

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4th March 2004

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#1 15 years ago

i gave up with the turrets and made the map a little larger added some armor and health and weapons ect. then i started compileing ffa map and it gave an error: 6692 portalclusters 18470 numportals 5460 numfaces ************ ERROR ************ MAX_MAP_VISIBILITY exceeded what should i do. should i get the map smaller until it doesnt give the error? by the way my map is like 35,000 X 35,000 X 5,000 and siege_destroyer map is 77,000 X 81,000 X 47,000. if the problem is about the size how could revan got over it?




Darth Revan

Mapper & Clan Leader of JKNR

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12th March 2004

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#2 15 years ago

"Max_map_visability" can be fixed by doing these things: 1. Go around your map and find anything small like trim, or small pillars, basically anything your player model could theoretically hold in his hand, and select it, and make it a detail brush. Do this by right clicking on the 2d view, make detail, or CTRL+M. Anything bigger than your player model, ignore. 2. In your worldspawn, set _blocksize to 2048 3. Make sure everything you cannot see is caulked. The caulk texture is in "common" and you should build everything out of it first, and then texture the sides you're able to see. It seems funny, but it saves a lot of pain. now if you follow those steps it should work.




chr1s

your powers are weak old man

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22nd March 2004

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#3 15 years ago

iam guessing this was during a VIS compile? as reven said make more brushes detail, try leaving only the main walls structuall that worked for me on a previous map of mine:) good luck




Alomatik

Amatör mapper

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4th March 2004

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#4 15 years ago

darth revan i am not that amatör. i solved the problem i compiled the map in another option and it did compiled. by the way i make everything detailed except sky textured ones.




GothiX

No Time to Cry

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18th September 2003

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#5 15 years ago

There's the problem. NEVER make everything detail.

NEVER.




Guest

I didn't make it!

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#6 15 years ago

Think of it this way: if you made an office in radiant, you'd leave all the walls of that room structural but anything inside that room would be detail. In which case if you have 2 offices connecting via a door, that wall that runs between them would be structural even if it doesn't touch the void (exterior hull) of the map.

You may have a large pillar in the middle of the room with 2 doors at either side, if left structural and hints used you could speed up the map there too.

So to sum up...search, we've talked about this a lot with examples and everything, it is one of those FAQ's of mapping.