Re: compile
Posted by omegaslayer on Thu Sep 7th at 8:50pm 2006
The maximum brush count varries. When you compile bsp it splits brushes
into even more brushes, so an actual amount can't be really said.
That said the limit gets to be around 7500-8000 brushes that you have
in a map. Due note: thats its the compile tool that has the max brush
amount built into it (as not to overload the 256mb ram that people
have), not the engine.
Over at ES we're facing a similar issue of having 8000+ brushes in one
map to accomidate for two capital ships fighting one another. The coder
tells me that he can try to have a look at the compile code to increase
the max brushes, but nothing so far. So in short:
Post your compile log so we can seee if the max brushes error is comming up, or your just reading something wrong perhapse.
But if it is that your exceding the max brushes, I recomend that you
just take a step back from your map and have a good hard look at it and
ask yoruself if everything there is truly essential to having a
functional map.

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Re: compile
Posted by Naklajat on Fri Sep 8th at 4:30am 2006
Remember func_detail is your friend. Turn any brush that doesn't need to or shouldn't block BSP into a func_detail. Stairs for example, should be entirely func_detail for small sets of steps, and for full staircases should be a ramp with wedges for steps grouped together into func_detail entities. Never make stairs entirely out of world brushes, they steal BSP and VIS's lunch money and throw them in a trash can.

Naklajat
member
1137 posts
207 snarkmarks
Registered: Nov 15th 2004
Location: Austin, Texas
Occupation: Baron
=o
Re: compile
Posted by omegaslayer on Fri Sep 8th at 8:35pm 2006
func_detail abides by the laws that regular non-entity brushes abide
by. basically func_detail is like a regualr brush, only it doesn't cut
up surfaces, block vis, or "enclose" the map. And func_detail is less
of a strain on the engine than func_brush or func_wall does (less
settings to remember).

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer