Hello all, I have discovered...something bad...with the newest version of the ruins map. MAX_ORIGINAL_EDGES. Is there a way to remove the FixTJunctions part of the compiler string and have it still compile correctly, or is there an easier way to fix this? The brush count for the map is 19600. And pretend im a moron if you explain how to edit the compiler commands, Ive had no previous experience with it. =p PS Running brush cleanup yeilds 0 brushes/planes removed.
I think that -notjunct should work... If you do not know how to make a custom build try using q3map2 GUI - it might be easier to change the commands with that. Either that, or try to change weird brushes into ASE models.
yeah it works pretty much perfectly. =p thankie ^^ also, what is the worldspawn key that can be used to rid yourself of the MAX_MAP_VISIBILITY exceeded error?
I dont think that there are any. Just make your detail stuff into detail brushes. Also make sure to use caulk on any non-visible faces. This includes terrain. You might think of the distancecull...dont know if that work but..yea
dont use -notjunc make a brushcleanup, then clean up your "messy" brushwork by hand.. should solve the problem since no one i know who is of a certain level and doing even huge and complex maps gets this error :)
I get max_original_edges when I have too many brush entities as well. This has happened on two projects for me. I compiled with -notjunc and it was ok.
But like Norman said, that's for more complex brushwork. I was having trouble with an asteroid field and a cave maze. Very complex, especially the caves.
well, There is a LOT of terrain, but its all caulked properly. Juggernut, I reduced the distancecull, didnt work, and just eliminated the -VIS process for now so I can actually get it to compile. Brush cleanup yeilds nothing though, Norman.
good to know. Can I just detail everything but the skybox?
I haven't seen your ruins map yet, but about your VIS question:
Everything tiny should be detail. To sum it up, the only things that should be structural are your big walls (ones that can block the camera from seeing things behind them). There's more to vis than just that, but that's the simple stuff said in a few seconds.
If you still get MAX_MAP_VISIBILITY, post what the VIS stage does before the error - it gives you some numbers that will tell you what's wrong.