Compile limitations

Compile limitations

Re: Compile limitations Posted by whiteLegion on Fri May 21st 2004 at 6:41pm
whiteLegion
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Posted 2004-05-21 6:41pm
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I am building this huge map. What is the max amount of brushes I can have in it to be compiled by worldcraft. I am using Zoners 2.5.3 I think. Also If I use skip on the faces that arenot visible will that enable me to use more brushes?

Thanx
Re: Compile limitations Posted by Gorbachev on Fri May 21st 2004 at 7:11pm
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Posted 2004-05-21 7:11pm
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Just add -chart to your compile tools command lines and you'll see all of your current limits.

Skip doesn't get rid of anything, NULL will allow you to delete faces, but that won't take away from brushes.
Re: Compile limitations Posted by Orpheus on Fri May 21st 2004 at 7:12pm
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brushes? i don't think there is, at least not in those terms.. planes is the term i think you are after..

as to planes.. there is a limit, its quite high, and even that can be doubled with Xcagey's tools..

even without the tools, you can use clip brushes to seal off areas and reduce them..

you.. will not use them all up by just creating a big open map..you will have to create a s**t load of stuff first..

do not seal your map in a big sky box.. this will use up planes needlessly.

you.. have a long ways to go before it will be an issue.. i didn't see max planes the first 3 years i mapped..

good luck
Re: Compile limitations Posted by ReNo on Fri May 21st 2004 at 7:20pm
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'm fairly sure there is a brush limit, but you are more likely to hit other limits before it rears it ugly head.
Re: Compile limitations Posted by Campaignjunkie on Fri May 21st 2004 at 9:34pm
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Posted 2004-05-21 9:34pm
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I think the brush limit is something around 4096 or something, not really sure. But rest assured that it is obscenely giganormous, with very little chance you'll reach it unless you go crazy. :smile:
Re: Compile limitations Posted by omegaslayer on Fri May 21st 2004 at 11:47pm
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Campaignjunkie said:
I think the brush limit is something around 4096 or something, not really sure. But rest assured that it is obscenely giganormous, with very little chance you'll reach it unless you go crazy. :smile:
He is crazy :lol: ......we live near eachother and Ive seen this map hes working on, it blows everything out of the water, its massive, about 3000 brushes so far, and hes calculating that hes only about 2/3 done.

Legion- just map until you think its done, but I just thought of something.....you may reach max patches :sad: , with the shere size of your map this may pose as a problem for this map. How could he solve this problem? Because the only part of the map is just the brushwork, no lighting or entities, so there hasnt been a problem yet.
Re: Compile limitations Posted by ReNo on Fri May 21st 2004 at 11:49pm
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If he reaches that its not a problem, just run RAD with -sparse and it essentially removes the limitation on patches.
Re: Compile limitations Posted by omegaslayer on Fri May 21st 2004 at 11:58pm
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But doesnt that increases the compile time??? And put strain on the engine :confused: ?
Re: Compile limitations Posted by ReNo on Sat May 22nd 2004 at 12:00am
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If he is worried about large compile times, he shouldn't be making such a large complex map :biggrin: As far as I know, there is no problem using -sparse in terms of engine performance.
Re: Compile limitations Posted by omegaslayer on Sat May 22nd 2004 at 12:02am
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No no problem with compile time just making sure it CAN be done
Re: Compile limitations Posted by 7dk2h4md720ih on Sat May 22nd 2004 at 1:21am
7dk2h4md720ih
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Is this map for the competition, and if it's two thirds done why isn't it posted here? :smile:
Re: Compile limitations Posted by Campaignjunkie on Sat May 22nd 2004 at 6:06am
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Posted 2004-05-22 6:06am
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But anyway, chances are very good that there will be A LOT of other problems and limits before hitting the brush limit. If you have that many brushes, planes / leaves / clipnodes must be off the charts.
Re: Compile limitations Posted by $loth on Sat May 22nd 2004 at 7:28am
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Alien_Sniper said:
Is this map for the competition, and if it's two thirds done why isn't it posted here? :smile:
Busted lol, is it for the comp?
Re: Compile limitations Posted by whiteLegion on Mon May 24th 2004 at 6:10pm
whiteLegion
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Posted 2004-05-24 6:10pm
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Omegaaaa!!! (and the community) Yes this map is huge and I am not concerned about compile times. I am now concerned about the MAX_PATCHES problem. I ran into this problem before with OP_CLASSIC but that was when I had the text chop very low. And bounce 96. This tends to remove a lot of contrast between the light and shadows. I only do this with multyplayer maps. At this point my brush count is just over 3600. The brush limit is not 4096. I decompiled a Quake2 map that had over 5000 brushes and that was with WC1.6. *Note: If their are any Quake1 or Quake2 mappers out their who are using wc1.6. tou can use Hammer to do the brush work, this is far faster and the 3D navigation is sooo usefull.
ReNo said:
If he reaches that its not a problem, just run RAD with -sparse and it essentially removes the limitation on patches.

Thanks ReNo! I have hope that will work.
Alien_Sniper said:
Is this map for the competition, and if it's two thirds done why isn't it posted here? :smile:

I don't know if this will be for the comp. And if it is should I post screenies? If anything this map is a very large gimmick map. But the new stuff is unobtrusive. The new stuff is new and has never been seen before! If it is too big I will have to cut some out but that will suck!! I will prtobably post screens but I am still questioning a beta release. I care more that people like it than the competition.

Thanks everyone... oh if I post screenies they should beposted in the maps section right? But if they are pics of the editor should I post them here?
Re: Compile limitations Posted by ReNo on Mon May 24th 2004 at 6:15pm
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LOL, surely the forums aren't that complicated! When you wanna post screenshots or a download link or ANYTHING to do with a map, you post in the maps forum, the editing help forum is JUST for asking editing questions.

Decompiling a map does not give an accurate indication of how it was built - chances are it was made out of FAR FAR fewer than 5000 brushes.
Re: Compile limitations Posted by whiteLegion on Mon May 24th 2004 at 6:21pm
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Posted 2004-05-24 6:21pm
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ReNo said:
LOL, surely the forums aren't that complicated! When you wanna post screenshots or a download link or ANYTHING to do with a map, you post in the maps forum, the editing help forum is JUST for asking editing questions.

Decompiling a map does not give an accurate indication of how it was built - chances are it was made out of FAR FAR fewer than 5000 brushes.


I used winbsp 1.4 The decompile was accurate I checked the brushwork. No invalid brushes. All the brushes were needed.

I will pass 5000 with this map.

PS. Anybody know a lot about func_plats? I tried using them, they are simple but they are...funky. Do I place a trigger at the bottom and top? should the trigger be larger than the plat? I got the bad cvs error when I tried to run the map. I changed the angle and it was fixed but what was the problem?
Re: Compile limitations Posted by 7dk2h4md720ih on Mon May 24th 2004 at 8:47pm
7dk2h4md720ih
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Posted 2004-05-24 8:47pm
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http://halflife.qeradiant.com/entities/func_plat.htm
There's a brief description of the func_plat and it's values.

Make seperate topics for each editing question you have bud, it'll make it easier for those with the same problems to find the answers in the database.
Re: Compile limitations Posted by whiteLegion on Mon May 24th 2004 at 8:53pm
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Posted 2004-05-24 8:53pm
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Thanks Alien_Sniper. Next time I will make a separate topic.
Re: Compile limitations Posted by ReNo on Mon May 24th 2004 at 9:01pm
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I used winbsp 1.4 The decompile was accurate I checked the brushwork. No invalid brushes. All the brushes were needed.

I will pass 5000 with this map.
Regardless of whether there were no invalid brushes, decompiling still gives an inaccurate output - what it gives out is very unlikely to be anywhere near what went IN to the compile process. I bet if you look at it you will notice a lot of it seems to be put together in a really inefficient manner and could be made using significantly less brushes. 5000 will not be the same number of brushes as the mapper originally used.
Re: Compile limitations Posted by scary_jeff on Mon May 24th 2004 at 9:45pm
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When do we get to see some pics of this thing?
Re: Compile limitations Posted by Yak_Fighter on Mon May 24th 2004 at 10:46pm
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How in the world are you going to pass 5000 brushes?! The Snarkpitcrew map is barely above 6000, and its pretty much an unmanageable beast.
Re: Compile limitations Posted by whiteLegion on Tue May 25th 2004 at 2:48am
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scary_jeff said:
When do we get to see some pics of this thing?
Okay some of you may have seen the pic, but I removed it because yahoo sucks nuts, I need a host :biggrin: .
Re: Compile limitations Posted by Crono on Tue May 25th 2004 at 4:46am
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? posted by scary_jeff

When do we get to see some pics of this thing?

Okay some of you may have seen the pic, but I removed it because yahoo sucks nuts, I need a host:D.
Get some snarkspace.
Re: Compile limitations Posted by omegaslayer on Tue May 25th 2004 at 5:02am
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They're not taking any aplicants right now crono
Re: Compile limitations Posted by $loth on Tue May 25th 2004 at 6:27am
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whiteLegion said:
scary_jeff said:
When do we get to see some pics of this thing?
Okay some of you may have seen the pic, but I removed it because yahoo sucks nuts, I need a host :biggrin: .
I'll host it. Just email me the pic :wink: and ill tell you the link.
Re: Compile limitations Posted by whiteLegion on Tue May 25th 2004 at 8:07pm
whiteLegion
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Posted 2004-05-25 8:07pm
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$loth said:
whiteLegion said:
scary_jeff said:
When do we get to see some pics of this thing?
Okay some of you may have seen the pic, but I removed it because yahoo sucks nuts, I need a host :biggrin: .
I'll host it. Just email me the pic :wink: and ill tell you the link.

Thanks but I am not ready to post yet. I am apprehensive about giving a lot of information about the map because I don't know how much will be in the final build. I am at 3950 brushes.
Re: Compile limitations Posted by whiteLegion on Tue May 25th 2004 at 8:08pm
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Posted 2004-05-25 8:08pm
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Orpheus said:
brushes? i don't think there is, at least not in those terms.. planes is the term i think you are after..

as to planes.. there is a limit, its quite high, and even that can be doubled with Xcagey's tools..

even without the tools, you can use clip brushes to seal off areas and reduce them..

you.. will not use them all up by just creating a big open map..you will have to create a s**t load of stuff first..

do not seal your map in a big sky box.. this will use up planes needlessly.

you.. have a long ways to go before it will be an issue.. i didn't see max planes the first 3 years i mapped..

good luck
Orpheus what is Xcagey's tools??
Re: Compile limitations Posted by 7dk2h4md720ih on Tue May 25th 2004 at 8:20pm
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Posted 2004-05-25 8:20pm
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Re: Compile limitations Posted by Forceflow on Tue May 25th 2004 at 8:52pm
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Re: Compile limitations Posted by $loth on Wed May 26th 2004 at 7:41am
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Posted 2004-05-26 7:41am
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Does anyone know [ some of you probably will] know what the limitation on entites is? [ is there a difference between brush and point based limitations?]
Re: Compile limitations Posted by Gollum on Wed May 26th 2004 at 11:20am
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Posted 2004-05-26 11:20am
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$loth said:
Does anyone know [ some of you probably will] know what the limitation on entites is? [ is there a difference between brush and point based limitations?]
Ho ho ho.....Yeah, I know this one :wink:

Total map entities: 1024
Of which brush-based: 400
Edict limit: 2048

The edict limit is slightly less in singleplayer, so some maps crash in singleplayer but not multiplayer. Edicts are the total "game slots" for entities used by the game during play. Each map entity uses at least one edict; some use more (I think doors use 2 and multi_managers use as many as their active targets). All temporary entities count towards edicts (tripmines, explosions, shell casings....).

Therefore, it is possible to be safely within the map entity limits yet violate the edict limit. A map can become unstable if too many entities are used. My experience suggests that this becomes a risk above about 800 entities, but it will depend on what sort of entities you have.
Re: Compile limitations Posted by Orpheus on Wed May 26th 2004 at 11:23am
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Gollum said:
Ho ho ho.....Yeah, I know this one :wink:
remind us again, how you came by this info :heee:
Re: Compile limitations Posted by Gollum on Wed May 26th 2004 at 11:59am
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Orpheus said:
Gollum said:
Ho ho ho.....Yeah, I know this one :wink:
remind us again, how you came by this info :heee:
Er, I went to see a man about a dog :wink:

Look! A man with no eyebrows!

runs
Re: Compile limitations Posted by $loth on Wed May 26th 2004 at 12:16pm
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Gollum said:
Orpheus said:
Gollum said:
Ho ho ho.....Yeah, I know this one :wink:
remind us again, how you came by this info :heee:
Er, I went to see a man about a dog :wink:

Look! A man with no eyebrows!

runs
Where? Where!? :confused: looks around

Is there a limit as to how many brush based entities can be visable at one time?
Re: Compile limitations Posted by Orpheus on Wed May 26th 2004 at 1:00pm
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Posted 2004-05-26 1:00pm
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$loth said:
Is there a limit as to how many brush based entities can be visable at one time?
since they do not block vis, i would say that the upper limit is whatever it takes that exceeds your desired r_speeds.
Re: Compile limitations Posted by $loth on Thu May 27th 2004 at 6:59am
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Posted 2004-05-27 6:59am
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Thanks for that orph, it has cleared a lot of things up in my very complex mind hehe :biggrin: