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FastCaps
Posted: Mon Oct 26, 2009 2:48 pm
by ^Ghost
Re: FastCaps
Posted: Thu Oct 29, 2009 2:20 pm
by ^Ghost
so any1 know how to get rid of the error max_map_visibility exceeded without having to map it all over again
Re: FastCaps
Posted: Thu Oct 29, 2009 2:38 pm
by cityy
Well, as said in the common error messages thread (
http://www.quake3forum.com/forum/viewto ... dd48ab0981) The only things you could do are rework it, simplify/enhance the structur or make it smaller.
Re: FastCaps
Posted: Thu Oct 29, 2009 6:12 pm
by Pat Howard
Wait, what? Making all possible geometry into detail fixes this for me.
Re: FastCaps
Posted: Thu Oct 29, 2009 6:35 pm
by obsidian
Well, not ALL geometry. Convert any non-vis blocking structures into detail. So anything decorative or non-axial or not contributing to vis. Caulk behind anything detail that potentially opens up to the void.
Example, all those millions of trisouped rocks and support structures... CTRL+M, CTRL+M, CTRL+M!
Re: FastCaps
Posted: Thu Oct 29, 2009 8:31 pm
by ^Ghost
but doesnt overdoing structural brushes to detail effect fps?
Re: FastCaps
Posted: Thu Oct 29, 2009 8:44 pm
by Hipshot
Re: FastCaps
Posted: Thu Oct 29, 2009 8:52 pm
by ^Ghost
well fuck me.. i could have been compiling maps so much faster if i had known that. thank you sir!
Re: FastCaps
Posted: Fri Oct 30, 2009 12:10 pm
by AEon
^Ghost wrote:but doesnt overdoing structural brushes to detail effect fps?
You should be aware of the problem of overdraw. Structural brushes do not really "care" if you have caulked touching faces, they mostly get removed by the compiler. This does *not* happen for detail brushes, were *everything* except the faces you actually can see should be covered with caulk textures. If you don't, those "dead" detail faces will all be lit and drawn, even if you do not ever see them in-game. And that can bring down FPS if you have been doing it all over the place.
Re: FastCaps
Posted: Fri Oct 30, 2009 5:20 pm
by ^Ghost
well everything has been caulked from scratch then i applied face textures. so i should be good. thank you aeon, i leanred something new again! this is why i like u guys

im practically re-learning the technicalities all over again
you guys know where i can find a crap load of models? im having really trouble finding any, only thing i can find are skins..
Re: FastCaps
Posted: Fri Oct 30, 2009 6:35 pm
by obsidian
viewtopic.php?f=10&t=290
See section Map Objects.
Re: FastCaps
Posted: Sun Dec 20, 2009 1:05 pm
by monaster
Double post, sorry!
Re: FastCaps
Posted: Sun Dec 20, 2009 1:06 pm
by monaster
obsidian wrote:Well, not ALL geometry. Convert any non-vis blocking structures into detail. So anything decorative or non-axial or not contributing to vis. Caulk behind anything detail that potentially opens up to the void.
Example, all those millions of trisouped rocks and support structures... CTRL+M, CTRL+M, CTRL+M!
Quite an embarrassing question to ask, since I've already been mapping for some time now, but how exactly would you know that you turned womething into detail using CTRL+M? Inside the editor (GTKRadiant 1.2.1 and 1.5.0) there's no special appearance of these brushes after converting them (unlike for example grouping them that results in blue brush edges).
By the way, obsidian: I'll send you the long promised texture today since I've been away for a long time now and have just returned to my computer today.
Re: FastCaps
Posted: Sun Dec 20, 2009 4:25 pm
by AEon
monaster,
well I always hit Ctrl+D a few times to hide/show any detail brushes. This way you can quickly check. Something I have been only doing recently is to actually hide all structural brushes with Ctrl+Shift+D, leaving the detail brushes in view.
Re: FastCaps
Posted: Fri Dec 25, 2009 8:38 am
by monaster
Wohoo, it worked, THANKS! Don't know why I couldn't figure that out for myself it's even in one of my shortcut lists.

By the way, using the "hide all structural brushes" method, not only detail brushes but every patch I got in my maps remains visible too, although I never converted any of these (patches) to detail. Is it possible that the editor (GTK1.2.1) is doing that automatically?
Re: FastCaps
Posted: Fri Dec 25, 2009 11:43 am
by AEon
Funny, when I wrote the last post I knew I might need to be more exact... Ctrl+Shift+D leaves everything non-structural in view... these are mostly the detail brushes, but also patches, and entities.
You may have noticed that patches always need caulk brushes behind them to block vis. This is due to the fact that patches *are* detail (or more to the point are non-structural) by default.
Re: FastCaps
Posted: Fri Dec 25, 2009 9:33 pm
by monaster
Thanks for clearing things up.
Yep, I think obsidian said that patches always need caulk brushes behind them to block vis a few days (weeks/months?) ago on LEM. Or maybe it's been someone else, but I remember something like this being mentioned.