42.000 bushes... NEWS NEWS NEWS!!!

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

42.000 bushes... NEWS NEWS NEWS!!!

Post by rodney »

News!!!

I search the command location!!!

Any member hve C++???

If you not have open NOTEPAD. Click on File Open. Go to the SDK directory click on the see all files and open the q3map.exe...

Click in search and search:

MAX_MAP_BRUSHSIDES

It is teh unique file with the line with MAX_MAP_BRUSHSIDES...

I am much happy!!!

Now we need open with C++ or other program the q3map.exe!!!

Please all help-me!!!

We are ariving that!!!

Thanks!!!
Balr14
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Location: Germantown, WI, USA

Post by Balr14 »

Once again, I'll explain this to you. Read very carefully! The value you found is in the C++ header file for the Q3map compiler. In order to change the compiler, you must change the values in the header file and recompile the Q3 compiler, creating a new Q3map.exe. Then, you can use the new Q3map.exe to compile a Q3 map. In order to change the compiler you need:

1) The Q3map source code for MOHAA, NOT for Quake 3!
2) C++ version 6 or better.

The Q3map source code you have found is for Quake 3 and is used with GTK Radiant, for Quake 3. It is not compatable with MOHAA. The source code for the MOHAA version of Q3map is not available.

You can look all over the internet, you can look all over the world. You will not find anything that will allow you to have 42,000 brushes in MOHAA. EA is not going to help you, either. The limits they set in MOHAA were set for a reason.
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

Please Barl14 trusted more in me. I analyze a lot before of place here in the FORUM...

The file q3map.exe you go to file of Gtkradiant. But you go too to file of MOHAA TOOLS and Spearhead SDK...

Go I have the MOHAA TOOLS or Spearhead SDK and open the q3map.exe with the NOTEPAD...

That has the command:

MAX_MAP_BRUSHSIDES

Please any member help-me I have modify this file. You go this file has the MAX_MAP_BRUSHSIDES...

What I have save the file decompile or open corret???

At today nothing people can compile a map with more than 20.000 or 22.000 bushes in the MOH. But is not because this to we go to give up. We need unite we powe for can you go the first to compile a map with more than 22.000 or 20.000 bushes!!!

Thanks!!!
stiffler24/7
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yes i agree

Post by stiffler24/7 »

yes i agree just use some other things to put in there places because there is probly no possible way in solveing the solution the only thing is to call the mohaa creaters and ask them lol
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rodney
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Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

Thanks for help-me!!!

I too believe to teh unique solution is this. But i am passing muchs days sending messages to EA GAMES and they do not response!!!

Is possible i tell but this it would be funny i tell to U.S.A and speak english. I send to muchs e-mails to the EA GAMES on Brazil if they do not response i tell to they.

If they do not have tell in Brazil i realy need tell to U.S.A and speak english. I am going to do this himself if in some days i still do not obtain the commpile the map.

But first i am opening and trying modify the q3map.exe...

I need help of the members of the FORUM now to open the q3map.exe with a C++ or other...

Please help-me!!!

I seach the command. Now we need modify. We are ariving that!!!

Thanks!!!
blue60007
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Post by blue60007 »

Sorry you can't add brushes through scripting. :(
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blue60007
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Post by blue60007 »

I wonder if you can make a building or two of your map, and save it as a static model. Then insert it, then also you'd need to make a collision for it.
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Bjarne BZR
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Post by Bjarne BZR »

rodney wrote:I need help of the members of the FORUM now to open the q3map.exe with a C++ or other...
rodney... let me explain this to you as if you were a monkey:

You can not open an EXE file in a C++ development program, because after the program is compiled: there is no C++ code left in it... compiling C++ code means that you translate it into low-level instructios to the CPU. You can not edit this in any meaningful way. Try to open a MOH:AA BSP file in WordPad and try to move a brush, to see what I mean. So to do what you want you need the ORIGINAL C++ source code.

And besides: The 42.000 bushes limit is very generous, the fact that you hit the limit at all indicates that you don't know how to use detail/structural brushes correctly. Read this tutorial named "Creating effective VIS design by correct use of detail and structural brushes".

The 42.000 bushes is not a brush limit, it is a structural brush limit.
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rodney
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Post by rodney »

Bjarne BZR wrote:
rodney wrote: And besides: The 42.000 bushes limit is very generous, the fact that you hit the limit at all indicates that you don't know how to use detail/structural brushes correctly.
You do not see my map. You do not see the wonderfull quality about the my bushes and professional architetural. I know very well use bushes and i have 42.000 bushes correct with the more perfect architetural. But is pas the limits of the bushes...

When you see my map goes regret than you spoke. I do not place screenshot at now because i have cause a good impression in the final version...

I realy pass the limits of the game. I need now modify the game. Realy the .exe files is compiling but a much versions is possible open and modify with special programs and because this i am trying to open the q3map.exe. But i believe to i was can't...

--------------------------------------
The structural limit=detail limit???
--------------------------------------------------------------------
If i place the vis and vis_leafgroup it help-me in the compile???
--------------------------------------------------------------------------------
If i place detail in 100% of the my bushes it help-me in the compile???

We do not need stop with this error. I need "fixed" the q3map.exe...

I will like to you help-me but do not speak bad of my bushes. Is much bushes but is much detailed...
About the static model...

I am going to do that Blue60007...

Thanks!!!
blue60007
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Post by blue60007 »

You're not going to be able to edit the game, number 1, without the source files, this would be impossible. Number 2 it's illegal, well shoot I can't find the EULA but it's in there.


I will follow that static model idea.
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blue60007
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Post by blue60007 »

I guess the save as static model, doesn't work. :? :? :? :? :? :?
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Bjarne BZR
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Post by Bjarne BZR »

If you make all brushes detail, you will be able to compile it, but you will have an FPS around 5.

And from what you say, you do not understand the VIS compile: you can have a very detailed map, but not all brushes should be structural.

If you have a place like this:
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Only this should be structural:
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Everything ense should be derail.

OK?
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jv_map
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Post by jv_map »

Well yes try making all brushes detail (just for thrills) (not the skybox) and see if it compiles :)

After that, you can still worry about fps :wink:
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blue60007
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Post by blue60007 »

Emm, they already all are. :shock: :o :oops:


Rodney, I'm going to go through your map and see if I can reduce the brush count. Don't worry I won't lose any detail.
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rodney
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Post by rodney »

oK Blue60007... Bjarne BZR... and jv_map...

Thanks for help-me all!!!

I have 90% of my map with detail. But if you speak to stay all detailed it compile i am going to place 100% detai...

Thanks!!!
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