Author Topic: Map finished, but too big/complex to compile!  (Read 5255 times)

Reed

  • VM-68
  • Posts: 242
Re: Map finished, but too big/complex to compile!
« Reply #20 on: February 18, 2006, 02:21:45 PM »
I don't know about the 1 unit gap trick, but that tends to look ugly, so I'd avoid it if possible.

He might be willing to sacrifice some of the visual elements in order to get it to compile, i was just suggesting this as a last resort job :)

Eiii

  • Autococker
  • Posts: 4595
Re: Map finished, but too big/complex to compile!
« Reply #21 on: February 18, 2006, 03:56:12 PM »
I think the 'one unit gap' thing will actually be bad for compiling the map. Then again, I'm not even sure what he means.

Burt_Gummer

  • Stingray
  • Posts: 63
Re: Map finished, but too big/complex to compile!
« Reply #22 on: February 22, 2006, 11:00:01 PM »
Yeah, detail brushes will help a lot.  I kept getting an error in vis where it told me I had too many leaf portals.  By adding the detail flag to textures that were just level "detail" it made vis work correctly again.  And I only had 993 portalclusters and 3585 numportals.