Let's answer everyone at once:
Vislink error usually means broken polys or polys done in a way map2dif can't handle properly. They usually come when you have huge maps or you've done non-basic platforming. Non-basics include: slopes, brush substraction, smooth slopes/curves, loops, half loops, pipes, quarter pipes, half pipes, spheres etc etc etc.
Users of Constructor are more bound to experience vislink errors more than QuArK users at a greater frequency.
Now, I don't know where TW got that I told him to cut the map into two, I always say to split it for as many parts as you need in order to convert. That doesn't mean two, that means 5, 10, 25, 100! I easily made a map that uses 15 interiors in order for it to work or else you vislink (and that's after my vislink quick-fix addition). The map TW had sent to me would easily need at least 5 or 10 maps just to get it to convert.
Finally, converting a map to an interior. The great thing about it is that the 0 0 0 of the map in the mission file, is the location of the interior. Take Ski Slopes from MBG, that's made up of THREE interiors, all of them at 0 0 0. Why is not aligned? Because when Alex made his map, he made it all, and then took each of the 3 parts separately and pasted it to a new map file. Since the location of the polys goes to the original location in the old map rather than the map's own 0 0 0, when you make it as an interior and place it at 0 0 0, you get perfect alignment.
In PQ, when I had the 15 interiors, I had each one placed in its original location on the 1 huge map. That way after converting, placing them all at 0 0 0 means perfect alignment and you wouldn't even tell that.
If you vislink, you gotta figure out yourself what was the error, when did it come up and how to solve it (usually by splitting the map into several parts).
"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.
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