MAX_MAP_BRUSHSIDES

MAX_MAP_BRUSHSIDES

Re: MAX_MAP_BRUSHSIDES Posted by TeamWolfguard on Sun Jan 30th 2005 at 11:55pm
TeamWolfguard
30 posts
Posted 2005-01-30 11:55pm
30 posts 13 snarkmarks Registered: Jan 18th 2005 Occupation: Network Administrator Location: USA
what is MAX_MAP_BRUSHSIDES and is there away around it?

I think i have hit an upper limit of some kind.

** Executing...

** Command: "c:\program files\steam\steamapps\games@teamwolfguard.com\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\steam\steamapps\games@teamwolfguard.com\counter-strike
source\cstrike" "C:\Program
Files\Steam\SteamApps\games@teamwolfguard.com\sourcesdk_content\cstrike\mapsrc\de_sgc_alpha"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: c:\program files\steam\steamapps\games@teamwolfguard.com\counter-strike source\cstrike\materials

Loading C:\Program Files\Steam\SteamApps\games@teamwolfguard.com\sourcesdk_content\cstrike\mapsrc\de_sgc_alpha.vmf

Brush 514070: MAX_MAP_BRUSHSIDES

Side 3

Texture: CONCRETE/CONCRETEWALL023B

** Executing...

** Command: Copy File

** Parameters: "C:\Program
Files\Steam\SteamApps\games@teamwolfguard.com\sourcesdk_content\cstrike\mapsrc\de_sgc_alpha.bsp"
"c:\program
files\steam\steamapps\games@teamwolfguard.com\counter-strike
source\cstrike\maps\de_sgc_alpha.bsp"
Re: MAX_MAP_BRUSHSIDES Posted by TeamWolfguard on Mon Jan 31st 2005 at 12:02am
TeamWolfguard
30 posts
Posted 2005-01-31 12:02am
30 posts 13 snarkmarks Registered: Jan 18th 2005 Occupation: Network Administrator Location: USA
Im guessing along with that goes the Map has too many texinfos (has 13458, can have at most 12288)

** Executing...

** Command: "c:program filessteamsteamappsgames@teamwolfguard.comsourcesdkbinvbsp.exe"

** Parameters: -game "c:program
filessteamsteamappsgames@teamwolfguard.comcounter-strike
sourcecstrike" "C:Program
FilesSteamSteamAppsgames@teamwolfguard.comsourcesdk_contentcstrikemapsrcde_sgc_alpha"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: c:program filessteamsteamappsgames@teamwolfguard.comcounter-strike sourcecstrikematerials

Loading C:Program FilesSteamSteamAppsgames@teamwolfguard.comsourcesdk_contentcstrikemapsrcde_sgc_alpha.vmf

fixing up env_cubemap materials on brush sides...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (7)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (7)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 18 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (3)

writing C:Program FilesSteamSteamAppsgames@teamwolfguard.comsourcesdk_contentcstrikemapsrcde_sgc_alpha.prt...done (1)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...

Run buildcubemaps in the engine to get the correct cube maps.

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (2) (1531205 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (3) (1531205 bytes)

Error! prop_static using model
"models/props/cs_office/Table_coffee.mdl", which must be used on a
dynamic entity (i.e. prop_physics). Deleted.

Error loading studio model "models/props/cs_office/Table_coffee.mdl"!

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing C:Program FilesSteamSteamAppsgames@teamwolfguard.comsourcesdk_contentcstrikemapsrcde_sgc_alpha.bsp

Map has too many texinfos (has 13458, can have at most 12288)

** Executing...

** Command: Copy File

** Parameters: "C:Program
FilesSteamSteamAppsgames@teamwolfguard.comsourcesdk_contentcstrikemapsrcde_sgc_alpha.bsp"
"c:program
filessteamsteamappsgames@teamwolfguard.comcounter-strike
sourcecstrikemapsde_sgc_alpha.bsp"

If i eliminate half of my map both of them go away. Not the solution i would prefer
Re: MAX_MAP_BRUSHSIDES Posted by French Toast on Mon Jan 31st 2005 at 12:57am
French Toast
3043 posts
Posted 2005-01-31 12:57am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Well, try deleting unnesecarry ones, maybe grouping some, and then post back.
Re: MAX_MAP_BRUSHSIDES Posted by TeamWolfguard on Mon Jan 31st 2005 at 3:34am
TeamWolfguard
30 posts
Posted 2005-01-31 3:34am
30 posts 13 snarkmarks Registered: Jan 18th 2005 Occupation: Network Administrator Location: USA
thanks FT. Fixed the max brushsides. My building prefabs
had a lot to be desired. Did away with about 1600 brush
shapes. (prefabed tunnel sections made with the cliping tool and
then strung together. Eliminated anything that could be shared
between ajacent units.)

Im thinking i could do the same with the <span style="color: red;">texinfos problem if i knew what it ment.

</span>
Re: MAX_MAP_BRUSHSIDES Posted by Rof on Mon Jan 31st 2005 at 4:07am
Rof
210 posts
Posted 2005-01-31 4:07am
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
A Texinfo is an indidual texture setting. Not just the texture
(material) name itself, but a particular rotation, scaling, lightmap
resoluton, and alignment of the texture.

For instance, if you make a wall with a certain texture, then make
another wall next to it with the same texture but rotated (or scaled
differently, or with the alignment shifted relative to the world
differently), that counts as two texinfos. If they had exactly the same
texture settings, they would share that texinfo and only count for one.

You also get a new texinfo for faces with the same texture, but facing
a different direction in the world (though directly opposite faces can
share the same texinfo). So a cube with the same texture setting on all
sides counts as three texinfos.

Max texinfos is 12288 per map. The only real way to reduce it is to use less textures, or less different alignments.
Re: MAX_MAP_BRUSHSIDES Posted by TeamWolfguard on Mon Jan 31st 2005 at 1:29pm
TeamWolfguard
30 posts
Posted 2005-01-31 1:29pm
30 posts 13 snarkmarks Registered: Jan 18th 2005 Occupation: Network Administrator Location: USA
Ok, thats what i was starting to think but that was very clear.

So:

I have an arch that has 15 sections.

Each section would take 1+1+2 texinfos. 1 for the front and back (what you see and the other side). 1 for each end. And 1 each for each of the angled sides that make up the top and bottom of the section.

What happens if I take 3 of the sections and in the texture tool check the "Treat at one" box?

Does it count the "nodraw" texture the same way? (IE: If i put the Nodraw texture on the parts that butt together and are out of sight.)

Thanks for the help guys. Im almost done with the basic layout of this monster and want to get to things like messing up the lighting. :smile:
Re: MAX_MAP_BRUSHSIDES Posted by Leperous on Mon Jan 31st 2005 at 3:35pm
Leperous
3382 posts
Posted 2005-01-31 3:35pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
I should think that it ignores all the tool textures, such as CLIP and NODRAW, though it's worth checking by placing hundreds of these brushes in your map to see :wink:
Re: MAX_MAP_BRUSHSIDES Posted by Rof on Mon Jan 31st 2005 at 3:53pm
Rof
210 posts
Posted 2005-01-31 3:53pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
It looks like the compiler automatically converts any hidden face (one
completely flush against another brush) into a nodraw texture. The
texinfos for these seem to get shared across a lot of brushes, so
they're probably merged somehow.

The only textures/texinfos that I'm sure are completely removed are the skip, clip, playerclip and npcclip textures.