Vis Decompression Overrun: Difference between revisions
Jump to navigation
Jump to search
Note:World geometry refers to brushwork that is not bound to any entity, including func_detail.
mNo edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{note|World geometry refers to brushwork that is not bound to any entity, including [[func_detail]].}} | |||
This compiling error is a tell-tale sign that there are far too many visleaves in the target map. A [[visleafs|visleaf]], or simply ''leaf'', is generally a world brush. This means that there is very detailed world brushwork, an enormously large map, or a mixture of the two. To attempt to remedy this problem, review the map to see if it is possible to break up the level or cut back on some leaf-usage through the use of [[func_detail|detail]] geometry. | |||
This error can also occur through the placement of a large amount of world geometry in the [[3D Skybox]]. | |||
[[Category: Compile Errors]] | [[Category: Compile Errors]] |
Revision as of 20:16, 13 March 2006

This compiling error is a tell-tale sign that there are far too many visleaves in the target map. A visleaf, or simply leaf, is generally a world brush. This means that there is very detailed world brushwork, an enormously large map, or a mixture of the two. To attempt to remedy this problem, review the map to see if it is possible to break up the level or cut back on some leaf-usage through the use of detail geometry.
This error can also occur through the placement of a large amount of world geometry in the 3D Skybox.