Increasing brush limit in BSP compiler

Increasing brush limit in BSP compiler

Re: Increasing brush limit in BSP compiler Posted by Wild Card on Mon Feb 20th 2012 at 1:41am
Wild Card
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Posted 2012-02-20 1:41am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
For my Titanic map, it was mentioned that a BSP compiler exists with a higher limit than the default 8296. Anyone know if it's existence and if any issues exist?

Progress on the map is going well (see that topic for more info) but Im already at 6600 brushes with only about 2/3 of the basic structure built.

I knew from the get go I'd probably have to break the ship down to at least three different maps but was kinda hoping to avoid that.

Thanks,
Re: Increasing brush limit in BSP compiler Posted by Orpheus on Mon Feb 20th 2012 at 2:17pm
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Posted 2012-02-20 2:17pm
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Is the new tools not like the old tools where you can add parameters?

The best things in life, aren't things.
Re: Increasing brush limit in BSP compiler Posted by Wild Card on Mon Feb 20th 2012 at 3:07pm
Wild Card
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Posted 2012-02-20 3:07pm
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Unless I missed it, its not in the parameters.
Re: Increasing brush limit in BSP compiler Posted by Niborius on Mon Feb 20th 2012 at 4:11pm
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Posted 2012-02-20 4:11pm
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I don't know to be honest, but maybe this increases the maximum brush amount. You can try it out, they are much better than the original compilers anyway.
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Re: Increasing brush limit in BSP compiler Posted by Orpheus on Mon Feb 20th 2012 at 4:24pm
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Posted 2012-02-20 4:24pm
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Its simply been to long but when I say parameters, its a command line you edit to add more stuff past the limits of the original intent.

IE, we added more particles when looking for a leak. Remember?

The best things in life, aren't things.
Re: Increasing brush limit in BSP compiler Posted by Crono on Mon Feb 20th 2012 at 7:52pm
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Posted 2012-02-20 7:52pm
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The official name is arguments. Parameters are any sort of values the arguments require.
Blame it on Microsoft, God does.
Re: Increasing brush limit in BSP compiler Posted by Orpheus on Mon Feb 20th 2012 at 8:17pm
Orpheus
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Posted 2012-02-20 8:17pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Lets not go there. If I get one more penis enlargement phone call I'm gonna scream.
If I get my hands on the asshole who told them about my biggest secret... :mad:

The best things in life, aren't things.
Re: Increasing brush limit in BSP compiler Posted by omegaslayer on Mon Feb 20th 2012 at 10:13pm
omegaslayer
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Posted 2012-02-20 10:13pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Doh!

Sorry wild card, I read your message but I placed it on the back burner. Let me download the ol' compiler source code and double that limit for you.
Posting And You
Re: Increasing brush limit in BSP compiler Posted by Orpheus on Mon Feb 20th 2012 at 10:35pm
Orpheus
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Posted 2012-02-20 10:35pm
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Can you do that with my paycheck bud?

The question is, if you double it so it will compile, will the engine accept it and run the map?

The best things in life, aren't things.
Re: Increasing brush limit in BSP compiler Posted by omegaslayer on Mon Feb 20th 2012 at 10:54pm
omegaslayer
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Posted 2012-02-20 10:54pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I thought the titanic map was for Source (And we're in the HL1 forum). Hmm. Well either way I re-compiled the vbsp compiler for the Source engine, and added the file here:

http://www.snarkpit.net/index.php?s=forums&f=7&t=12317

Edit:

Just downloaded ZHLT's source code, but the MAX_MAP_BRUSHES value is as large as it can be (Well as large as an unsigned sort integer can be)
#define MAX_MAP_HULLS            4
// hard limit

#define MAX_MAP_MODELS         400
// variable, but 400 brush entities is very stressful on the engine and network code as it is

#define MAX_MAP_BRUSHES       32768
// arbitrary, but large numbers of brushes generally require more lightmap's than the compiler can handle

#define MAX_ENGINE_ENTITIES   1024
#define MAX_MAP_ENTITIES      2048
// hard limit, in actuallity it is too much, as temporary entities in the game plus static map entities can overflow
I added some more so everyone would know some of the other limitations...
"Orpheus" said:
Can you do that with my paycheck bud?

The question is, if you double it so it will compile, will the engine accept it and run the map?
HL1 I don't know - Source I've done it before, keeping in mind It wasn't crazy over the top over the limit. As fer paycheck... not sure what you mean...?
Posting And You
Re: Increasing brush limit in BSP compiler Posted by Orpheus on Mon Feb 20th 2012 at 11:13pm
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Posted 2012-02-20 11:13pm
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This is a source map, just in the wrong forum.

The best things in life, aren't things.
Re: Increasing brush limit in BSP compiler Posted by Wild Card on Tue Feb 21st 2012 at 3:53am
Wild Card
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Posted 2012-02-21 3:53am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Yea, I posted in the wrong forum :) Got the compiler and now I feel happy! Thankys
Re: Increasing brush limit in BSP compiler Posted by Riven on Fri Feb 24th 2012 at 5:10pm
Riven
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Posted 2012-02-24 5:10pm
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Wuch ya look'n at?
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Moved the thread to the Source Engine Editing Forum.
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Re: Increasing brush limit in BSP compiler Posted by Zero-PAiN on Mon Mar 10th 2014 at 9:35pm
Zero-PAiN
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Posted 2014-03-10 9:35pm
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Hey guys! Sorry to but in and bump a thread, but i noticed that the precise answer I needed was posted here!

I've been porting minecraft maps over to Garry's Mod and its going quite well. The only issue is that when the map gets fairly large, i run into a problem with too many brushes.

I wanted to have a go at using your modified vbsp that you made, however I can't seem to find it on this website anymore :(

I know I'm a few months late, but does anyone still have that compiler handy?

So far by mapping under the brush limit i was able to do these two
http://steamcommunity.com/id/cakeparty/myworkshopfiles/

But I'm working on converting the ever popular Breeze Island over to Source. I have it all nearly done in my vmf file, but i just can't compile it. :/