max viewable distance
I can't get this working on my map for some reason, never ran into this problem before.
The distance is set correctly in hammer and I tried 3 different values and nothing seems
to work. Sky texture is placed behind the cliffs so it shouldn't block anything. Using batch
compiler and didn't see any settings there related to this. Also didn't notice any errors
in the compile log.
Anyone got any idea what I'm doing wrong?
i always use 12288 or 8192 as max distance and workin fine.
also maybe from ur compiler tools if u use batchc ompiler there is on VIS tab max distance aswell u can try and put 12288
hlvis -full and 12288 viewable distance in hammer, i think you'd be better off with .bat file compiler instead of batch compiler(never had any problems with compile using .bat method). also, which version of zhlt/vhlt compile tools are you using, since some vhlt v34 for some reason was buggy, caused multiple issues to me. i think hoLy had some modified v34 version that works wonders, just forgot the name right now(haven't mapped in a while)
Using VHLT v34 but I've never ran into this problem before using these tools.
Tried 8092/8096/8192/8196 values but none of them work. Noticed something else
now too, the cliff only disappears when looking at the ships. Does this have something
to do with the size of the entities or?

Definitely a model rendering issue, to be fair, you will be better off doing the ship using the brush tool, it doesn't look as complex.
I mean the ships are brushwork, quite simple brushes actually. Most of the stuff on the ships are entities like func_wall and func_detail. Just wondering if they somehow fuck up the VIS stuff.
This map looks good!
I don't think is max viewable distance issue, probably something else.
My suggestions:
- do you have any compiling errors / warnings, like leaf saw into leaf or other warnings?
- copy whole map and paste it in a new rmf
- select whole map and move it in hammer grid
- use cordon tool and compile just parts of the map to see if problem is still happening
- most likely there's some bad brush work on those ships and it could be difficult to find the problem.
Commandeer just finish the map, we , players, doesnt mind for that thin :D
use the selection tool to measure the size of that room where the brushwork is whhich is getting not drawn by distance.
And add that value into the max view distance with a higher value should work like a charm.
edit1:
also like FuZzy1 said copy that section in to a new map. compile it. if it is still there remove the ship.
if the its drawn, recopy the ship in. remove parts of the ship.
edit2:
what i can think of which could cause this problem is that you have a invalid solid in it with a bad texture axis. this could cause a strange leaf and can cause wierd drawing issues.
i can think of it, that something with the sails or maybe the hull of the ship.
I always use 10k and never had this problem, actually I dont know how much you can set this high to get full view distance but try with higger value,like KarLi said 12k etc..
Anyway good work, I reviewed that map and it is almost done :)
Everyone can overwrite their max visible distance via cvar "sv_zmax" in amx.cfg (game restart required) I used "12288:" for rpz_downfall ( all boxes are visible ).
maybe put full invisbile brushes NULL around the ship and we good?
I just randomly tried "12288" as the max view distance (map is only about 5000 units wide) and now it works, fucking hammer man :D Thanks to everybody for the help, will re-submit this one soon!
Special thanks to KarLi sign incoming
nice map
Let's get a taste of that map ^_^ Looks like a trickjump paradise as well.
I always use max view distance as 16384, which may seem high but it should cover 8k + 8k diagonally in worst case?
The players movement on the ships is quite restricted, had to put up a bunch of invisible walls or it would just be a mess of shortcuts. It looks quite nice but the jumps might be shite, we'll see if anyone plays when it's released :)
Originally posted by SadPuppyI always use max view distance as 16384, which may seem high but it should cover 8k + 8k diagonally in worst case?
It depends from where you look at.
If you are standing in front of that wall, your view distance is 1024

If you are in the middle its 816 on every side

In the end its all comes from your point of view and max view distance should only be changed if you really have an open landscape which can't be visblocked.
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