42.000 bushes... NEWS NEWS NEWS!!!

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rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

Thanks for help-me.

But i was not delete. I pass my ultimates 15 months creating this 42.000 bushes and if i delete this the map do not have "felling"...

The map is in construction and i need creating much more bushes. I need a diferent solution wihtought need delete...

After i finaly the map all your understand this message. The is much detailed with perfection light and high frame rates(fps)...

I read in much location about the Quake3. Have a solution to incraze the numbers of the limit the bushes at more than 65.000 with a comand. But it is on the Quake3 but the Moh have the some console of Quake3...

I am search more about this comand and install the Quake3 in the my computer to can give more limit of bushes...

I will like to a member help-me to analize this comand. I believe to is the unique solution. If you have help-me search on the internet this comand:

#define MAX_MAP_BRUSHSIDES 0x20000

The # and 0x20000 is optional to search. I stay much thanks if a member help-me in this...

A example is this site:

http://users.sisna.com/tokyopop/jk2mp/q ... tml#l00309

Thanks!!!
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

I have more news...

The Quake3 have a file to modify the limits. The file is qfiles.h

See the all lines of the file here here...

See in the line 264:

#define MAX_MAP_BRUSHSIDES 65536

And is possible fixed the console in the Quake3.

Have a file in the Moh with same informations???

Thanks!!!
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

Those are the source files for compiling GTK Radiant, which MOHAA doesn't use. You would need the source for MOHAA Radiant, which we don't have.

You have 42k brush sides and used nodraw on many of the faces. That means the compiler still sees the face, but renders it as invisible. Change those no draw faces to caulk so the compiler can't see them.

Try to use area portals. The compiler can only see what's in one portal at a time.
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

What is area portal???

How to place it in the bushes???

Thanks!!!
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

Area portals are a texture used on a brush that's placed within doors of buildings. It creates a "map within a map". The same rules apply for using an area portal as for using a skybox. You can't have anyway to see out of the area enclosed by the area portal. But you can use multiple area portals to seal multiple doors in a single building. Then the compiler can't see anything in the building. If you have windows you can see out of, seal them behind a door with an area portal in it.

Area portal brush has to be te same size as the door, but not as thick... you shouldn't be able to see it. If your door is 4 units thick, make the area portal 2 thick and put it right in the middle of the door, making sure it's the same size as the door on all sides.

The texture is commn/areaportal
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

Thanks!!!

But I place the texture caulk but it do not help. I believe to the area portal was not help in the compile.

The problem is other. I have 42.000 bushes and the Moh console is limited to 20.000 bushes and i need modify a command in the console to incraze the numbers of the limits of the bushes...

The Quake3 have a command to place in one file of the radiant. But do not have to modify or place this command in the Mohradiant...

Remember to i was not delete my bushes. I need incraze the limit of the console to the Max_Map_Brushsides...

Please all members read the others lastest post about the command...

Any member have any idea to compile my map???

Thanks!!!
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

You aren't paying attention!!!

You don't have 42,000 brushes, you have 42,000 brush sides. Average brush has 6 sides. You may have many fewer brushes.

There is no command you can place in Q3 to change Radiant. The value can be changed in the C++ header file for GTK Radiant and GTK Radiant must be recompiled. IT'S NOT A CONSOLE COMMAND.

MOHAA does not use GTK Radiant and we don't have the source for MOHAA Radiant. Even if we did, there is no guarantee the game will handle it.

Area portals are your only hope. The compiler only sees one area at a time.
blue60007
General
Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

No really, he does have 42000 brushes, not faces.

See for yourself:

Image
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

:shock:

Well even if there were fewer brushes it isn't going to compile with 1408 entities I think :?

Anyway rodney if you have large brush-based terrain you might want to remove all that and place 1 piece of LOD terrain back... that could easily save 1000s of brushes :)

Sadly I think removing a lot of brushes is the only option you have :( maybe split the map into a number of smaller maps?
Image
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

Thanks Blue60007!!!

I pass 10 minutes loadfing the map!!!

Thanks for help-me jv_map...

If i delete the entities do not help in the compile.

I do not use LOD terrain.

I was not separate the my maps in much. If i separate the map lost the wonderfull quality lost the sendit and lost the agility.

I send a e-mail to much locations of support of ea games but they do not response!!!

Thanks for help-me balr14...

Realy is not a console command. It is a external value for compile.

The Moh have a file with this command???(The file is C++)???

I am installing the C++ to open the files with C++ compile.

-------------------------------------------------------------------------------------
If i creat a map with 100 entites and place on the .scr file my others brushes of the my map the map found???(The FPS is not important)
-------------------------------------------------------------------------------------

I am going to study more.

And all please continue placing here your news ideas.

Thanks!!!
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

I'd like to see this map. I have to believe the 1400 entities are contributing a great deal to the brush count.
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

The entities contributing but do not much.

The map is secret at the time to i can compile. If you need the map send me a p.m!!!

If i delete my brushes to 20.000 to a test i can compile.

Continue placing here all yours idea.

Any member have contact with ea games???

Thanks!!!
blue60007
General
Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

I'm not sure EA will be able to do much for you. :? :(
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rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

I believe if i speak about my 42.000 brushes he stay interesting. Because it is a new record in the world of consoles. Is possible EA help-me but is diffucult because they do not response the e-mail.

I is trying speak with them but i belive to unique possible is i tell to EA but i speak english bad!!!

To EA help-me is easy. Open the console and fixed the line about the...

MAX_MAP_BRUSHSIDES 0X32000

To

MAX_MAP_BRUSHSIDES 0X512000

Is simple but is difficult speak with EA. While this Myself continue trying teh compile.

Any member have any idea???

Please response!!!

Thanks!!!
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

Is possible add bushes in a .scr file???

Thanks!!!
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