Forcing GTKRadiant to temporarily ignore an error?
Posted: Sat Jul 26, 2008 8:47 pm
After getting that error
MAX_VISIBILITY_EXCEEDED
and looking it up in the common error sticky thread (it's #5), one question arose in me: is there a compiling command to FORCE GTKRadiant (preferably v.1.5.0) to ignore that error and proceed thus completing the whole compiling command? (The entire command would be something like BSP -meta -vis -light -fast -smooth -samples -dirty -super -bounce 45 and so on). I'd rather let the editor do an override than changing anything in my map which would be a HELL of a work. At least I won't do it right now, final caulking and clipping and stuff will be done when all of the brushes are done and at the moment they are unfortunately an obstacle. Luckily, there's not much left to do before starting with the clipping process so it would be nice if there's something that let GTKRadiant ignore that "little" error for now and since I'm starting to repeat myself I'll finish that question and hope that someone understands my question *hinthint* and has probably even a solution for it (excluding remapping the whole thing).
Oh yeah: there actually IS a sense behind ignoring that error: GTKRadiant stops at it but the map would still load in Quake 3! This means I can still do some tests and will not be sitting in front of my screen thinking "Great, GTKRadiant does full compiling now, but still I am not able to make it a playable map since it doesn't work in the maingame".)
MAX_VISIBILITY_EXCEEDED
and looking it up in the common error sticky thread (it's #5), one question arose in me: is there a compiling command to FORCE GTKRadiant (preferably v.1.5.0) to ignore that error and proceed thus completing the whole compiling command? (The entire command would be something like BSP -meta -vis -light -fast -smooth -samples -dirty -super -bounce 45 and so on). I'd rather let the editor do an override than changing anything in my map which would be a HELL of a work. At least I won't do it right now, final caulking and clipping and stuff will be done when all of the brushes are done and at the moment they are unfortunately an obstacle. Luckily, there's not much left to do before starting with the clipping process so it would be nice if there's something that let GTKRadiant ignore that "little" error for now and since I'm starting to repeat myself I'll finish that question and hope that someone understands my question *hinthint* and has probably even a solution for it (excluding remapping the whole thing).
Oh yeah: there actually IS a sense behind ignoring that error: GTKRadiant stops at it but the map would still load in Quake 3! This means I can still do some tests and will not be sitting in front of my screen thinking "Great, GTKRadiant does full compiling now, but still I am not able to make it a playable map since it doesn't work in the maingame".)