MAP_MAX_VISIBILITY exceded -1 reply

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Xylax

-The Next Great Mapper-

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13th July 2006

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#1 12 years ago

:mad: I dont know if we have meny mappers in this crowd, but does any one know how to fix a "MAP_MAX_VISIBILITY exceded" problem on compile It looks good:cya:




Bluestormtrooper

>You

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14th March 2005

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#2 12 years ago

This means youve reachers the limits of your map. Make sure you use detail brushes and caulk.




Xylax

-The Next Great Mapper-

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#3 12 years ago
bobaandyThis means youve reachers the limits of your map. Make sure you use detail brushes and caulk.

detail brushes? What is that for?




Mikouen VIP Member

What?

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4th September 2005

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#4 12 years ago

Are there any wide open spaces in your map? GtkRadiant tends not to allow maps to have open spaces beyond a certain size without clever areaportalling.

As for detail brushes, the concept of that is that anything that's not a structure element such as a wall, floor, ceiling, or other piece of architecture, is changed into detail brush so that it doesn't affect the vis calculations. It'll save on compile time and might help work out this error too. To make a brush detail, select it and press CTRL+M - but do not do this with any brushes which are touching the void, or it'll cause a leak. Like I said, leave all the walls, floors, and other pieces of architecture as structural (i.e. default) and you should be fine with it.

Caulk is a totally unrelated issue, but it's wise to use it on every brush face that the player won't see, for compile time and performance efficiency.


I don't know how, and I don't know why, but this is totally Sheep's fault.



Xylax

-The Next Great Mapper-

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13th July 2006

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#5 12 years ago

I know what caulk is ... but will detail brushes be like a noclip brush?




~LK~

Immoral Mapper

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18th April 2004

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#6 12 years ago

1) Anything that is not structural can (not should) be made into a detail brush. The thing is, you need to be selective in what you turn into detail, because it could come back and bite you later. As said above, all exterior walls need to stay structural or the map will leak.. and DO NOT place your map in a big box to fix it. But, a detail brush wont stop the engine from drawing anything on the other side of it. So, you need to take that into consideration.

2) Use caulk on ALL non-visible brushes.

3) You can add a higher blocksize value (e.g. 2048 2048 2048) to your world spawn.

- If your getting this error, then your doing somthing wrong. Make sure you have a nice balance of detail brushes leaving specific walls there as structural to block the draw beyond. Also use caulk on everything that cannot be seen, even if it means cutting a block (but dont get rediculuos about it).

~LK~




~LK~

Immoral Mapper

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#7 12 years ago
XylaxI know what caulk is ... but will detail brushes be like a noclip brush?

nope.




Xylax

-The Next Great Mapper-

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#8 12 years ago

what is the dif then?