error in compile
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tuffstuff7
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error in compile
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
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
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tuffstuff7
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tuffstuff7
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tuffstuff7
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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.
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).
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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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?
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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tuffstuff7
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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
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
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.
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.
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.
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.
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tuffstuff7
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