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Old 09-06-2008, 07:35 PM   #1
mixer
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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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Old 09-06-2008, 08:12 PM   #2
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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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Old 09-06-2008, 08:23 PM   #3
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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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Old 09-06-2008, 08:24 PM   #4
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Quote:
Originally Posted by OneManArmy
AFAIK, it won't compile. However you can transform some brushes to displacements to bypass the limit
if he has hit the limit, already, he has to convert a lot of geometry
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Old 09-08-2008, 03:45 PM   #5
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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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Old 09-08-2008, 07:13 PM   #6
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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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Old 09-08-2008, 08:15 PM   #7
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Actually, in GoldSrc engine you can bypass the limit by recompiling compilators from modified source files
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Old 09-09-2008, 08:47 AM   #8
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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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Old 09-09-2008, 06:55 PM   #9
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Actually if you decompile a map the skip brushes are still there.
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Old 09-10-2008, 09:27 AM   #10
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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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Old 09-11-2008, 02:49 AM   #11
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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:
Actually if you decompile a map the skip brushes are still there.
God damn, Valve are such liars!
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