Tool Posted February 13, 2016 Report Posted February 13, 2016 Hey everyone, I ran into a headache trying to port a map from css to insurgency. After loading it into hammer when I try to compile it I get the max_map_brushsides error. I have manually turned thousands of brushes into func detail and the error keeps finding max_map_brushsides everytime no matter what I have been doing. Can someone please offer advice and help me figure out the best way to port this map or fix this error. Thanks! Quote
Squad Posted February 13, 2016 Report Posted February 13, 2016 From VDC:MAX_MAP_BRUSHSIDES occurs when your map exceeds the VBSP 19 maximum defined brush amount.The current limit is 65536, this is due to the VBSP 19 format using integers to allocate number of brushsides, and because 65536 is the largest possible number allowed in 16-bit computer architecture.There is no fix for this without altering the BSP format and possibly breaking compatibility.Perhaps in the future valve will release VBSP 20 with more allowable brushsides. Vaya 1 Quote
clankill3r Posted February 14, 2016 Report Posted February 14, 2016 Do faces with a nodraw texture add up to the brushsides? Quote
JustFredrik Posted February 14, 2016 Report Posted February 14, 2016 (edited) You can try to convert deatiled brushwork into models using the software called propper.That should cut down on the brush count. Edited February 14, 2016 by JustFredrik Klems and Vaya 2 Quote
hgn Posted February 14, 2016 Report Posted February 14, 2016 Do faces with a nodraw texture add up to the brushsides? NopeInvisible brushes like triggers and even hint brushes count toward the limit. Faces like NODRAW do not count toward the limit. Faces textured with nodraw are removed during compile so ONLY it's collisions, boundings, and place in the world exist.from https://developer.valvesoftware.com/wiki/Brush JustFredrik and Vaya 2 Quote
laminutederire Posted February 18, 2016 Report Posted February 18, 2016 good news you have the upper limit lifted of 4000 JustFredrik and hgn 2 Quote
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