Can you give me your q3map2 compiler's switches
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"C:\Program Files\Smokin' Guns\smokinguns\compiler\q3map2.exe" -meta -fs_basepath "C:\Program Files\Smokin' Guns" "C:\Program Files\Smokin' Guns\smokinguns\maps\dm_station.map"
"C:\Program Files\Smokin' Guns\smokinguns\compiler\q3map2.exe" -vis -fs_basepath "C:\Program Files\Smokin' Guns" "C:\Program Files\Smokin' Guns\smokinguns\maps\dm_station.bsp"
"C:\Program Files\Smokin' Guns\smokinguns\compiler\q3map2.exe" -light -patchshadows -samples 3 -super 2 -fs_basepath "C:\Program Files\Smokin' Guns" "C:\Program Files\Smokin' Guns\smokinguns\maps\dm_station.bsp"
"C:\Program Files\Smokin' Guns\smokinguns\Radiant-1.4\bspc.exe" -forcesidesvisible -optimize -bsp2aas "C:\Program Files\Smokin' Guns\smokinguns\maps\dm_station.bsp"
But while I am compiling I always get this error
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MAX_MAP_VISIBILITY exceed
and your key/value pair for the worldspawn entity
Finally, it looks like few wall are part of the your farclipped entity. This is not a good idea. Farclipping is designed for small mapobject: things that are not really visible but still have to render tons of tris when you are far away from them. A wall is typically the opposite: there are big and only have few tris, so they are actually still visible when you are far away (so it doesn't make sense to clip them), and they do not eat CPU (a rectangular wall is only made of 2 tris, while most of MD3 have from 150 to 1500 tris).
Like I said i played around a bit but thanks for your advise.
I tried hint brushes but they seem not to work. So i desided to upload the map file maybe you could take look at it. And if you do this you could build one farclip so that i can lear form this one inside the radiant.
Station.map.zip
And by the way. Thanks that you send your time whis helping me.