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-   -   MAX_MAP_VISIBILITY exceeded (http://www.lucasforums.com/showthread.php?t=139525)

Chris Y 11-03-2004 08:14 AM

MAX_MAP_VISIBILITY exceeded
 
Yeah... what does this mean? Is my map too large or do I have to much empty space?

Ive got a pretty large map. It's supposed to be a town and i've given the players quite space.

Mercenary 11-03-2004 10:47 AM

I would say search but it's disabled and it sucks because there's tons of useful information there.

The error means too much of your map is structural. Make all the brushes that should be detail into detail brushes.

http://www.nibsworld.com/rtcw/tutori...es_part1.shtml

If that doesn't work go to your worldspawn and add Key:_blocksize Value: 2048 2048 2048

error resources:

http://www.wolfensteinx.com/surface/...le_errors.html

http://teamhuh.net/raven/Q3sup.htm

Chris Y 11-04-2004 02:34 AM

Thanks for help but that wasn't the problem... I had a veeeeeery deep well. (like 40 000 cordinates) Well it's shorter now. :P
Thanks anyways!

GL_Niels 10-26-2005 08:08 AM

yes it means your map is too big
10,000 by 10,000 grid units is best size
i think max is 11,000 by 11,000 but i keep to 10,000.,

mikeeusa 06-21-2007 06:29 PM

Motified compiler
 
https://cat2.dynserv.org/cat2/programs.html#Q3MAP2

I've edited the compiler so as to remove those restrictions ^^.


Motified Q3map2 Quake 3 Map Compiler: The (gpl'd) Quake 3 map compiler (q3map2) failed to compile my map "castlebunker" after it got to a certain point in hugeness. It failed because it kept erroring out due to hardlimits programmed into the code of q3map2. The errors were: MAX_EDGE_LINES and MAX_VISIBILITY_EXCEEDED. This edit raises the MAX_EDGE_LINES and MAX_ORIGINAL_EDGES to 16 times what they normally(65,535) are to 1,048,560. It also removes the size limit on visibility data (MAX_VISIBILITY_EXCEEDED).

Enjoy and tell me how you like.

Zwier Zak 03-18-2010 01:29 PM

Sorry to bump an old thread but could someone please upload the compiler posted above? I could sure use it right now.


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