|GG|Carl Posted January 31, 2004 Share Posted January 31, 2004 I have to many brushes on my map, which gives me the MAX_MAP_BRUSHES error when I compile. The big problem is that I'm absolutely not done with my map! Is there some way to attch brushes to eachother or something like that? Or do you have another solution? (Don't say "delete some brushes", I already know that) Link to comment Share on other sites More sharing options...
GothiX Posted January 31, 2004 Share Posted January 31, 2004 Compile some of the area's into models. Link to comment Share on other sites More sharing options...
|GG|Carl Posted January 31, 2004 Author Share Posted January 31, 2004 Allright... How to do that? Link to comment Share on other sites More sharing options...
GothiX Posted February 1, 2004 Share Posted February 1, 2004 Originally posted by wedge2211 You can make a set of brushes in a map, and turn it into a misc_model, which you can then attach to movers, use the angle, angles, modelscale, and modelscale_vec keys on! Only the latest q3map2 will do this. rgoer explained the process to me...here goes: Build the structure you want to make into a model in Radiant (in this case, trees). The origin of the map file will be the origin of the model. Build a caulk box around it to prevent leaks, and add an info_player_start. Next, BSP the map with the line <path to q3map2> bsp -v -meta -patchmeta <path to map>. Then, run the following line on the finished BSP file: <path to q3map2> bsp -convert <path to new BSP file>. Look in your maps directory, and you'll find the file mapname.ase. This file can be used as a misc_model in a map! Just enter the path to the .ase file in the model key in the misc_model entity. To have the map model react properly to lightmaps, use the key/value spawnflags 4. To have q3map2 auto-clip the model (make it solid), use spawnflags 2. For both, use spawnflags 6. To sum up: - Make the model out of brushes, save it as modelname.map - Compile modelname.map to modelname.bsp - Convert modelname.bsp to modelname.ase - Load the model in Radiant as a misc_model Link to comment Share on other sites More sharing options...
|GG|Carl Posted February 1, 2004 Author Share Posted February 1, 2004 Shall I make the whole map into a misc_model? I mean, how to do it with just parts of it? Link to comment Share on other sites More sharing options...
GothiX Posted February 1, 2004 Share Posted February 1, 2004 You copy them to another map file. Link to comment Share on other sites More sharing options...
Nkenobi Posted February 1, 2004 Share Posted February 1, 2004 What is the max brush limmit? cause i'm amking a map, gna be HUGE! but now that I know theres a brush limmit... Link to comment Share on other sites More sharing options...
|GG|Carl Posted February 1, 2004 Author Share Posted February 1, 2004 *COUGH!* How to copy? *COUGH!* Just select the brushes and press Ctrl+C? Link to comment Share on other sites More sharing options...
GothiX Posted February 1, 2004 Share Posted February 1, 2004 Yep, copy'n'paste works in Radiant. Nkenobi, it's somewhere near 32k. Link to comment Share on other sites More sharing options...
Nkenobi Posted February 1, 2004 Share Posted February 1, 2004 I should have asked this before, but I just thought of it. is there a way I can check how many brushes are in my map? Link to comment Share on other sites More sharing options...
GothiX Posted February 1, 2004 Share Posted February 1, 2004 Press 'M'. Link to comment Share on other sites More sharing options...
|GG|Carl Posted February 1, 2004 Author Share Posted February 1, 2004 I have 3693 brushes and the limit is 32768, Why do I get this error? Link to comment Share on other sites More sharing options...
Torchy Posted February 1, 2004 Share Posted February 1, 2004 hmm something is very ****ed up here. try brush cleanup. failing that try and merge brushes using csg merge (below region and misc menus) Link to comment Share on other sites More sharing options...
|GG|Carl Posted February 2, 2004 Author Share Posted February 2, 2004 Sorry if I sound stupid, but what does brush cleanup do? It just seems to select some random brushes... Link to comment Share on other sites More sharing options...
Torchy Posted February 2, 2004 Share Posted February 2, 2004 basically it fixes corrupted brushes. when its finished it will select the ones it fixes so you can see what was fixed Link to comment Share on other sites More sharing options...
|GG|Carl Posted February 2, 2004 Author Share Posted February 2, 2004 Allright, I've done brush cleanup and some csgmerge. I now have 3589 brushes, but I still get this freaking error! What makes radiant think I have more than 32768 brushes? EDIT: Here is something interesting info from the compile: 2678 total world brushes 218 detail brushes 323 patches 2571 boxbevels 1021 edgebevels 512 entities 7692 planes 18 areaportals if I put all of those numbers together, I get about 14000, which still is under the limit! I get the error when its starting to "--- AddEntitySurfaceModels ---", does that mean that this is where the problem is? Link to comment Share on other sites More sharing options...
|GG|Carl Posted February 2, 2004 Author Share Posted February 2, 2004 Never mind, for some reason it works:D I'm not sure what I did do, but, it works! Link to comment Share on other sites More sharing options...
zag Posted February 13, 2004 Share Posted February 13, 2004 Originally posted by GothiX how do you actually get radients to compile in such away? where do i type these instrustions in i tryed adding a new bsp menu command but it didnt work Link to comment Share on other sites More sharing options...
GothiX Posted February 13, 2004 Share Posted February 13, 2004 You could use a DOS command prompt, or a GUI interface, like Q3map2Toolz. (Be sure to check out its manual first.) Link to comment Share on other sites More sharing options...
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