Compiling Error

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
chrisjbooth2001
Colour Sergeant
Posts: 77
Joined: Thu Dec 18, 2003 12:57 am

Compiling Error

Post by chrisjbooth2001 »

ERROR: LoadPortals: NumVisBytes xxxxxxx exceeds 2097152

The visdatasize has grown out of hand. This is caused by a too high number or poor layout of structural brushes.

SOLUTION: Turn some brushes into details to solve this problem.

------------------------------------------------------------------------------------

I get an error like this in my compile. Its a big map i have, it has hills so the floor is made up of triangles.. I used EasyGen to generate my terrain. I made alot of brushes into detail. The NumVisBye number was 91xxxxx and it exceeded 41xxxxxx so i used alot of detail brushes.. for some reason my map freezes in the compiling stage. Am i not supposed to make the floor detail? or maybe building walls?
chrisjbooth2001
Colour Sergeant
Posts: 77
Joined: Thu Dec 18, 2003 12:57 am

Post by chrisjbooth2001 »

Does no-one know an answer?
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

don't use EasyGen for terrain but LOD-terrain instead...
omniscient
Major General
Posts: 694
Joined: Tue Sep 16, 2003 12:02 am

Post by omniscient »

lol, i dont think anyoen is awake at the time u posted. try doing what it says, make ur trims detail brushes. also lower the complexity of what ever u can (select it and hit shift+[)
Image
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Re: Compiling Error

Post by Bjarne BZR »

chrisjbooth2001 wrote:I used EasyGen to generate my terrain. I made alot of brushes into detail. The NumVisBye number was 91xxxxx and it exceeded 41xxxxxx so i used alot of detail brushes.. for some reason my map freezes in the compiling stage. Am i not supposed to make the floor detail? or maybe building walls?
Using eysygen gives you a "LOD made of brushes"... and while LOD does not affect VIS area splitting - regular brushes do. And when you have some thousand brushes at totally chaotic angles you get this error and/or insane VIS compile times. I'd suggest selecting every brush generated with EysyGen and turning then into "detail" brushes ( as I would guess they are "structural" now ).
Admin .MAP Forums
Image
Head above heels.
MadHatter
Lance Corporal
Posts: 11
Joined: Wed Dec 03, 2003 5:45 am

Post by MadHatter »

Just wanted to add...does your terrain 'end' the world? If you have no skybox under it, I think making the 'floor' (terrain) detail might cause a leak....? I'm still learning myself, but think about it :o)
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

No, terrain does not "end the world", you need a structural brush under it...
Admin .MAP Forums
Image
Head above heels.
Post Reply