09-06-2008, 07:35 PM | #1 |
Interzone technican
Join Date: Sep 2007
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brushlimit? serious?
Hi there,
im still working on my first map and it happened that i actually took a look at the compile-log. It says im using 3071 out of max. 8192 brushes. Since the map isnt finished yet and im only working on one half of a symmetrical map im wondering how serious that limit is? it wont compile if im over 8192 brushes? |
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09-06-2008, 08:12 PM | #2 |
Ka-boom!
Join Date: May 2008
Location: Ukraine
Class/Position: Demo, Solly, Pyro Gametype: CTF Posts Rated Helpful 0 Times
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AFAIK, it won't compile. However you can transform some brushes to displacements to bypass the limit
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09-06-2008, 08:23 PM | #3 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
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That's right, it won't compile if you go over. But you can keep from going over the limit if you pay attention to how you use brushes. Don't use the carve tool, for instance. And use displacements and props wherever you can to add detail.
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09-06-2008, 08:24 PM | #4 | |
Join Date: Mar 2007
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Quote:
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09-08-2008, 03:45 PM | #5 |
Ka-boom!
Join Date: May 2008
Location: Ukraine
Class/Position: Demo, Solly, Pyro Gametype: CTF Posts Rated Helpful 0 Times
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Do func_details count in the limit? Because it's really strange that some huge areas of official TF2 maps are made entirely of func_details
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09-08-2008, 07:13 PM | #6 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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Yes, they count. Func_details are used to make the compile run more quickly. Pretty much the only reason not to use func_details is when you are trying to block vis to limit rendering. If you've already made your vis-blocking walls, you can use func_details for everything else.
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09-08-2008, 08:15 PM | #7 |
Ka-boom!
Join Date: May 2008
Location: Ukraine
Class/Position: Demo, Solly, Pyro Gametype: CTF Posts Rated Helpful 0 Times
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Actually, in GoldSrc engine you can bypass the limit by recompiling compilators from modified source files
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09-09-2008, 08:47 AM | #8 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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Not only do func_details count, but brushes with the toolsskip texture on them count too. So the compilers count the brushes, then remove all the things like skip, THEN start compiling. Shitty, right?
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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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09-09-2008, 06:55 PM | #9 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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Actually if you decompile a map the skip brushes are still there.
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09-10-2008, 09:27 AM | #10 |
Interzone technican
Join Date: Sep 2007
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hmm ... im already over 50% with the vertices ... so i guess i delete it all and start from new ... bummer ..., this time without making all the newbie-errors. That map now is a total mess already in the editor, cause i didnt stick to the 16-units grid. But another problem occured: i cannot build ladders, they did work some time ago but now they just wont anymore. A simple func_useableladder just doesnt work in the game anymore, with sv_showladders 1 i cannot see anything, despite the entity not touching any brush. I guess i ruined something in my hammer-config or somehting else. When i now create a new entity it looks like that:
but its strange, i now have installed all the stuff on 2 computers and its same on both ... i dont get it ... |
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09-11-2008, 02:49 AM | #11 | |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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I think FF doesn't support useableladders.
Which is good because the HL2 style ladders suck. Use a brush with the toolsladder texture, and tie it to func_ladder instead. And: Quote:
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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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