error in compile

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tuffstuff7
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error in compile

Post by tuffstuff7 »

ok inmy map the train cars turned out too long so i shortened them and just added more
when i used mbuilder to compile i got this
ERROR
load Portals NumVis portals 2409488 exceeds 2097152

can someone tell me what i have done wrong or if this is just one of those errors u ignore

and ty guys for all your help thus far
tuffstuff7
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Post by tuffstuff7 »

ok i took out two of the cars and the error went away and i am going to test now before my changes did not load,does this mean i cannot add anything esle ?surely not :roll:
not with some of the maps tht u guys make lol or was it just too much in ione spot?
Balr14
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Post by Balr14 »

You have too much vis data from too many structural brushes, and you can't ignore it. Time to make some brushes detail. The moderators will give you a lot more information about this subject.
tuffstuff7
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Post by tuffstuff7 »

ok u lost me details ? do i have to undo the railroad cars i mean it is nto but like 10 of them well maybe i have too may it may be more is the map a loss? where can i get help on this "details"?
tuffstuff7
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Post by tuffstuff7 »

also i forgot to add this info this is an unfinished map and the sky box is really large so i could have room to work could this be a prob too?
Balr14
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Post by Balr14 »

There are 2 types of brushes, structural and detail. Shift, CTRL and d will turn a brush from structural into detail. The staff at this site and I have basic differences how detail brushes and vis are used. Since you came to this site for information, I would prefer you got their slant on this subject. I don't mind answering a few questions if nobody else is around to help, but I don't wish to step on any toes.
Balr14
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Post by Balr14 »

Although physical size and openness will contribute to vis datasize, the basic problem is still too many structural brushes.
jv_map
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Post by jv_map »

I suggest you read TheStorm's tutorial, it's got excellent information:
http://w1.261.telia.com/~u26123488/vis/ ... ummies.htm

Toes are heavily armored, so don't worry about posting any ideas about the subject 8).
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tuffstuff7
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Post by tuffstuff7 »

wow jv thank you that was a great tut
but oen question my train cars hae alot of deatailed iron work i can see making then a detail brush but the cars them selves what do you think
and my trees rocks do u make them detail?
well actually jv here is my question in a whole

u create a brush
u can then hit deselect(what kind of brush would that be?)
u can make strct.
u can make detail
those are your choices?
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Post by jv_map »

By default all brushes are structural.

Entities, curves, lod terrain and transparent surfaces cannot be structural.

Hint and vis brushes cannot be detail.
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tuffstuff7
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Post by tuffstuff7 »

ok guys so plz answer this you have detail and struct
for example my trainstation the cross ties and the rail i take now could be detail? do the cars have to be struct? ummmmm a not so stupid question i hope but when u make detail you cannot walk though i take it like the rotating doors are not struct? is that how guys hack them lol but back to my example andthing that enhances the cars like iron work ie bracing could be detail and well wht abput ladders can they be
ty guys for your help i have 4 ppl comeing here now hope they do not bug u guys like i do lol
Balr14
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Post by Balr14 »

I did not wish to confuse the new guy with alternate concepts (so tuffstuff7, don't read this). I have often held that the vis concept is a terrible process. Developing these huge chains of vis data that have to be handled in real-time is insane. The UT 2003 and Q4/New Doom engine do not use vis or rad, so my opinion seems to be justified.

Keep as many structural brushes as you can, use area portals and vis_leafgroups and do fast vis. The performance you get will be as good or better than doing full vis on most maps. No huge vis data chains to process, let the graphics hardware do backside culling and frontside culling using view casting. Simple, effective and no processor overhead.

When this was explained to me by a BOB team mapper, I thought he was nuts. He proved to be right on.
Balr14
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Post by Balr14 »

tuffstuff7,

The general rule of thumb is that if a brush can substantially block the view, it's structural. If not, it's detail. Doors are seen as open by the engine, it doesn't matter what you make them. You can not walk through detail brushes. They are invisible to the compiler, not the engine. They have no bearing on wall hacks.
tuffstuff7
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Post by tuffstuff7 »

ry this will help consederaby
ummmmmm do u have any links to using prtals i hve read where u can increase fps bu using them?
Balr14
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Post by Balr14 »

There was a tutorial I wrote about it at TMT, but I don't know what happended to it. It may still be there somewhere.
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