4 posts
0 snarkmarks
Registered:
Sep 5th 2006
Occupation: -
Location: UK
Ok, my map is damn big with an overhaul of brushes, apparently
(according to the compile log). So basically, the thing won't compile
or run (it actually runs an older version of the bsp because it can't
compile the newer one).
So here's my question: is it possible to change the maximum amount of
brushes a map can have present? Obviously, I bet most of you are
thinking, well why the hell not just delete a load of brushes. I'll
tell you why. Because I spent literally hours and hours fixing lights,
brushes here and there and, although lazy and pathetic, a fair bit of
carving. In most cases, clipping wouldn't have done any different to
carving so I opted for the less time-consuming option.
The trouble is, there are so many brushes that I carelessly covered
over with other brushes thinking there wasn't a limit. I hope someone
can help me out here.
If you wish to see my compile (although you'll probably just see what I
saw) just say, but I think that is all that is wrong. I just need to
get this mess-up fixed so I can move onto to next problem... :smile:
Cheers
Re: compile
Posted by Naklajat on
Fri Sep 8th 2006 at 4:30am
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
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.
o
Re: compile
Posted by reaper47 on
Fri Sep 8th 2006 at 6:40pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
"I spent literally hours..."
welcome to the joys of mapping, my friend. (sorry couldn't resist :heee: )
Actually brushes don't have much to do with the polygons in the compiled level. No matter how much they split each other up, they're replaced by flat polygons by the compiler during vbsp. One brush stays one brush in Hammer. These limits are very high. If you reach them your map has probably a grave performance problem anyway. Try to simplify your architecture, use as few brushes as possible. Only use brushes for thick walls, ceilings ect. Anything smaller than a stair is very problematic and should be a) made a func_detail (for other reasons) and b) avoided or replaced by a model or well-placed texutre.
Maybe some Hammer screens could help us to give you more ideas of how to simplify the map :smile:
4 posts
0 snarkmarks
Registered:
Sep 5th 2006
Occupation: -
Location: UK
Well um... I think I know what I can get rid of in terms of archetecture, so that'll help a lot.
One little question (I'm embarassed to ask), what benfits to func_details give over regular brushes?
For personal reasons I don't feel comfortable with releasing screens of my work, sorry guys- it's nothing personal I'm just a little perfectionistic and rather annoyed with people in the past stealing my work that I've spent all my free time devoting to it. I've even had one person totally rip off one of my map ideas and publish a map looking 95% the same as mine before I released my version, from three screenshots in Hammer which I released on a forum I was a member of for about a week. So I really do apologise for that. I've heard you guys in this forum are kind to those who are just a little bit slower and more time-constrained than most mappers :smile:
I'll gladly post my log as one thing I want to do is get this darn thing fixed. I'm not on the computer that has the map on so I can't get the log up yet. I'll post it as soon as.