please help

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captainstupid
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please help

Post by captainstupid »

hello, i am getting the numvisbytes error, i have tried to change as much into detail, apart from walls and such, but still get the error, the map will compile and load but with no recent changes, any ideas would be very much apreciated.
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tltrude
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vis

Post by tltrude »

You'll have to dig deeper. Wall off parts of the map and turn buildings into shells. Look for groups of small brushes and replace them with new textures or larger brushes. Vis has a hard time with small spaces like steps or ramps.
Tom Trude,

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captainstupid
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Post by captainstupid »

cheers tom, wen u make walls for vis, do u mean from top to bottom of the 'skybox' or can i keep it in keeping with real walls? because there is quite a few walls in the map but im still getting a really high numvis.
neillomax
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Post by neillomax »

Vis isn't a wall. It is a cube as big or small as you need it to be to encapsulate a section of a map that can't be seen from another encapsulated section of the map.

It can reach as high as the skybox, or just sit inside a trench, or inside a building. ... etc.

The idea is to "hide" one section of map from the other. But the section you are tryng to hide CAN'T be seen from the other.

view the link below for vis tut.


/tutorials.php?category=All
captainstupid
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Post by captainstupid »

cheers for that, i understand about visleafgroups, wat i was asking is that im running an auto vis rather than manual vis, and it will not not do it as im still getting the numvisbytes error.
neillomax
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Post by neillomax »

Take all your custom pk3 files, ( maps and mods ), out of the main and mainta folders. Then try and compile your map.
captainstupid
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Post by captainstupid »

thanks for that, already tried that though an no joy.
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tltrude
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Post by tltrude »

What I ment is that your map is too big, and has too many small spaces for vis to compile. You have to make some drastic changes to get down to the limit for vis (2.09Mbs I think).

I should of said "block off" parts of your map -- so players can't go there. Lock the doors of some your buildings, use non-see-through windows, and rip the guts out of them.
Tom Trude,

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neillomax
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Post by neillomax »

All of your brushes are probably structural. Turn what you can into detail brushes and your numvisbytes data will decrease.
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bdbodger
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Post by bdbodger »

It is not just that you have to make brushes detail that is only to eliminate pointless cuts in the map . You also need a layout that is Vis friendly and has structure placed in such a way to make vis more efficient . If you make some structure detail you can actually increase vis data size . You just have to keep vis in mind when you create a map and remember some times you can't have every thing you want . Big maps aren't much fun to play . Maps with lots of corners and hallways can be more fun if done right but even then not always . Playability is important too . Look at the stock maps even though they are small they are quite playable , not too over simplified and not too complex either .
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captainstupid
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Post by captainstupid »

i got a load of structures that are fake and im in the midlle of ruducing the brush count on them, as i based them on the real usable structures that had to accomodate windows an doors so they have a few more brushes so hopefuly they will reduce the vis, and i fully understand about the 'can see' 'might see' basis behind vis and then how a stuctural brush will split the map and how detail brushes reduce the split and there is a fine line between the two, but i thought i had taken this into account, i based this map on a few principles of stock maps so i thought i would be good to go. hopefully i will get this sorted as i was banking on this getting dmw approved. but i will post progress and i thank all u guys for your help and advise, keep it coming.
captainstupid
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Post by captainstupid »

i have been looking at the stock maps in detail take 'the bridge' it has visdata off the chart, and not one single brush is structural, how is this possible?
neillomax
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Post by neillomax »

The map I made...

/forum/viewtopic.php?t=12448

is the same way. The only way I could get it to compile is turn mostly everything possible to detail............ and yes, vis does work without structural brushes present to "block" sections of the map.
captainstupid
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Post by captainstupid »

my map is nowhere as big as this, one street and a facility at the end, tried to change almost everything into detail, would not vis, tried playing with the structural, walls floors and so on still no joy? cant think of antything to get this to vis, i tried pulling everything out of the map and putting it back bit by bit, this worked to a point but maxed vis very early?

http://img403.imageshack.us/img403/7503/shot0026dy2.jpg
neillomax
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Post by neillomax »

The thing looks huge from the screenshot. Try lowering the sky a far as you can. Looks like you just made a big box and hollowed it out. look at mohdm7, you can see how they put the sky in. no unwasted space.

Also, you may have a leak. vis won't work if you have a leak.

goto file/pointfile. if you have a leak you'll see a red line going through the map. that's a leak. fix it. you might have to look for several.
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