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Need help with source hammer.

  • omega322
  • March 2, 2009 at 7:09 AM
  • omega322
    • March 2, 2009 at 7:09 AM
    • #1

    Quote

    Brush ##: nummapbrushes == MAX_MAP_BRUSHES Side # Texture: [some_texture]Description:

    You have too many brushes in your map (more than 8192) The given brush is just the first one to go over the limit, it's properties in this error are useless

    Solution:

    Delete some brushes, turn some of them into models for area's high in detail. For singleplayer maps, you may decide to add a level transition and split the map into multiple levels. Multiplayer maps that reach this limit are probably too big for multiplayer anyway.

    See also:

    MAX_MAP_BRUSHES

    Display More

    IN a nutshell I've hit the set brush limit in hammer, I know this can be bypassed since the map rp_C18 has much more brushes then allowed.

    How do I bypass the set limit? is there a special command to run?

  • AlexM
    • March 2, 2009 at 9:29 AM
    • #2

    I wish I could tell you yes, I've hit this limit many times and have had to painfully remove BSP geometry that I worked for hours on to get the map to compile.


  • Skjalg
    • March 2, 2009 at 1:39 PM
    • #3

    I think you can bypass it, cant remember the command tho, but I remember I did it somehow when mapping for the regular half-life.

    It's when you reach the maximum number of entities you are hurting

    edit, found this quote.

    Quote

    Zoner's, Merle's & Cagey's Compiling tools may have some higher limits, such as 8192+ MAX_MAP_BRUSHES or 2048 for MAX_MAP_ENTITIES.Furthermore, some Mods have lower limits. Find the Mod's coder and ask if you think so.

    Which probably means that my soloution 10 years ago was to switch to Zoners compile tools, which leads you to this soloution;

    Quote

    Solution:Delete some brushes, turn some of them into models for area's high in detail. For singleplayer maps, you may decide to add a level transition and split the map into multiple levels. Multiplayer maps that reach this limit are probably too big for multiplayer anyway.

  • insta
    • March 2, 2009 at 2:29 PM
    • #4

    Why rp_C18 doesn't hit the limit is probably because its compiled on an older engine (plain source or the ep1 version), I think the brushlimits were introduced with orangebox.

  • Deathy
    • March 2, 2009 at 3:36 PM
    • #5
    Quote from insta

    Why rp_C18 doesn't hit the limit is probably because its compiled on an older engine (plain source or the ep1 version), I think the brushlimits were introduced with orangebox.

    Nope.

    The brush limits were there from the beginning.. turning brushes into models is the best solution I guess.. It's rather easy actually. You can import vmf/dxf to some 3d model softwares.

  • the0rthopaedicsurgeon
    • March 2, 2009 at 6:41 PM
    • #6

    there are ways to reduce your brushcount without changing the way the map looks, if you've got a row or windows or doors along a single wall you can cut the brushes like in the bottom picture instead of the top, which saves you 2 brushes just from those two windows:

    [Blocked Image: http://img166.imageshack.us/img166/3375/windows.jpg]

    on a building in a map i'm making now, i went from 13 to 7 brushes on a wall with 4 windows. you can also make steps 12 units high instead of 8, convert railings into props, check your cuts are efficient, etc.

  • Skjalg
    • March 2, 2009 at 7:41 PM
    • #7

    ^

    Great tip! Oh and yeah, the brush limit has been there from the dawn of quake1

  • Erratic
    • March 2, 2009 at 9:51 PM
    • #8

    This thread brings back nightmares on Insurgency.

    delete shit, convert to models, simplify brushwork was my solution.

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