I have searched :P and weirdly it gave me no matches even though the thread at the top of this forum contains my search string. But Hey.
I have the evil "MAX_MAP_VISIBILITY exceeded" error. But this is why I think I -shouldn't- have it.
To over-simplify my map:
1. I built a building
2. I put a HUGE wall around it creating HUGE grounds (for further building developments).
I didn't get this error with the building so it's not the structural vs. detail brush argument. The wall around is SOLID and thus HAS to be structural as it, the sky and the floor are what separate it from the void. Fairly normal yes?
Will this error resolve itself when I fill in the huge grounds with buildings and inner walls etc? Or should I just tear down the outerwalls and make the grounds smaller?
Any help would be great :D
Thanks and MTFBWY :)
caulk hull?_blocksize reduces your fps so its best to avoid it if you can
btw this has been covered loads so its best to search yeh?
Not necessarily....where did you get that from?
In large space maps or in large open maps (such as terrain based maps) you should use a large blocksize because there is no need for the vis blocks as practically every single section can see every other section making the vis data (almost) obsolete.
Using _blocksize is a very good thing and is a must if you use a large open area.
opps i think i was thinking of erm _culldraw is it?
the one that changes the draw distance
*stands corrected*
:D
I'm afraid, being a relatively new mapper that searching for _blocksize didn't spring to mind :lol:
And I didn't think it was an fps issue, but I'll search for _blocksize now and see what it is and why I need to know about it :)
Thanks :)
OK I've added the _blocksize as 2048. I'm not entirely sure what that means, but after reading a few threads, it seems like a good thing to do :D
To be totally correct
_blocksize
2048 2048 2048
As blocks are 3D objects :p
uh, yeah I knew that lol.
So should I set it as "2048 2048 2048" (without speech marks)...and not just "2048"?
Lots of 2048's *feels faint*
Just plain and simple 2048 2048 2048
What Wade means, is that it's calculated with X Y Z values. You'll need one value for eacht vector.