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42.000 bushes... NEWS NEWS NEWS!!!
Posted: Mon May 31, 2004 6:53 pm
by rodney
*******error******* MAX_MAP_BRUSHSIDES
Today the my map have 42.000 bushes. I read in how much locations about this error:
MAX_MAP_BRUSHSIDES
And i read to the console of the MOH is limited at 20.000 bushes. But i have 40.000!!!
I believe to the unique solution is contact the ID SOFTWARE and ask to he how to modify the Q3 console...
Please help-me. My life depends of this map. I pass more than 15 months and more than thousands of hours creating this map. The map is perfect and Wonderfull. The .map file have 33MB...
If you need my map send me a p.m...
Place here you idea to the modify the console to suport more than 20.000 bushes.
Response the more fast possible. I am login-on all the time now on this FORUM...
Excuse me with my bad english... and bad expressions!!!(i am brazilian)...
Thanks!!!
Posted: Mon May 31, 2004 8:31 pm
by Balr14
You can't modify Radiant to allow more brushes. Even if you could, I doubt the Q3 engine could render it. If you really have 42k brushes, you are going to get a lot more errors than that one.
Posted: Mon May 31, 2004 8:42 pm
by rodney
I want to give a shot of in the person that created the limit!!!
This is the unique error. The other's i give the solution with the roquet plugins...
It realy do not have solution???
__________________________________
I have a idea...
Code: Select all
"classname" "worldspawn"
// brush 0
{
( 7464 512 -3040 ) ( -5336 512 -3040 ) ( -5336 480...
( -5256 480 6080 ) ( -5256 512 6080 ) ( 7544 512 ...
( -4696 -5520 3680 ) ( 8104 -5520 3680 ) ( 8104 -...
( 7544 7312 3680 ) ( -5256 7312 3680 ) ( -5256 7...
( -3896 512 3280 ) ( -3896 480 3280 ) ( -3896 48...
( -3888 480 3280 ) ( -3888 512 3280 ) ( -3888 4...
}
// brush 1
{
( 7464 512 -3040 ) ( -5336 512 -3040 ) ( -5336 480 -3...
( -5256 480 6080 ) ( -5256 512 6080 ) ( 7544 512 60...
( 8104 -5520 3680 ) ( 8104 -5488 3680 ) ( 8104 -54...
( 7544 7312 3680 ) ( -5256 7312 3680 ) ( -5256 73...
( -3896 512 3280 ) ( -3896 480 3280 ) ( -3896 480...
( -5256 7304 3680 ) ( 7544 7304 3680 ) ( -5256 7...
}
// brush 2
{
( 7464 512 -3040 ) ( -5336 512 -3040 ) ( -5336 480 -...
( -5256 480 6080 ) ( -5256 512 6080 ) ( 7544 512 6...
( -4696 -5520 3680 ) ( 8104 -5520 3680 ) ( 8104 -5...
( 8104 -5520 3680 ) ( 8104 -5488 3680 ) ( 8104 -5...
( 7544 7312 3680 ) ( -5256 7312 3680 ) ( -5256 7...
( 8096 -5488 3680 ) ( 8096 -5520 3680 ) ( 8096 -...
}
Delete the } and { but I tried but an error during the compilation occurred. I start a bushe 0 with { and i do not close in the bushe 0 i close in the bushe 3000 }.
And now i have a new idea. Do not start in the bushe 0 and finaly in the bushe 3000 in the bushe 4. And start the bushe 4 and close in the bushe 9...
I use the notepad to substitute the } and { to nothing. And now i need modify 5 to 5!!!
Do you inderstand how do this???
Thanks!!!
Posted: Mon May 31, 2004 9:00 pm
by Balr14
Frankly, I can't believe you actually have 42k brushes.
Posted: Mon May 31, 2004 9:22 pm
by jv_map
Dude

you would be making a giant brush out of your map (i.e. grab all vertices and make one 'matter' of it) ... doomed to not work though

limit
Posted: Mon May 31, 2004 9:28 pm
by tltrude
The limit is probably for view of a player. So, if 22,000 brush faces are hidden from view, it might work. Did you use "caulk" or "blank_lightmap"? They look the same in the texture window, but caulk is what you want to use. You can open your .map file and replace "common/blank_lightmap" with "common/caulk" using Wordpad.
Posted: Mon May 31, 2004 9:32 pm
by rodney
I know that is difficult thing of believe but is true. And all of the bushes they were created by me. Not duplication of objects exists or walls. The map is wonderfull. And it is for that that I want that help me to compile. And in the final version I will have 100.000 bushes. With himself this by that do not I stop use the mohradiant around 5 hours per day during 15 months at today..
The Blue60007 have my map not compiles. If you do not believe ask to he.(speaking in Blue60007 much thanks for all)...
I am not brave with you Balr14. I knew that you would react of this skill regarding the big one number of bushes. And because this I went start speaking in others post that Myself had "only" 20.000 bushes.
Please all of the members of the FORUM. Speak here everybody yours ideas to solution of the my problem.
If you need to the map me sends a p.m...
And help-me to finaly the best map of the history of 3d...
Thanks!!!
Re: limit
Posted: Mon May 31, 2004 9:35 pm
by rodney
tltrude wrote:The limit is probably for view of a player. So, if 22,000 brush faces are hidden from view, it might work. Did you use "caulk" or "blank_lightmap"? They look the same in the texture window, but caulk is what you want to use. You can open your .map file and replace "common/blank_lightmap" with "common/caulk" using Wordpad.
I am using the no draw...
If i substitute no draw with the caulk it help???
Thanks tltrude!!!
Posted: Mon May 31, 2004 9:57 pm
by blue60007
There really are 42,000 brushes. The .map size is 35.9 MB
I think with some vis_leafgroups it may work.

Posted: Mon May 31, 2004 10:13 pm
by rodney
Thanks Blue60007!!!
Now i have news ideas... and it have found!!!
The idea is base on it:
Code: Select all
I have a idea...
Code:
"classname" "worldspawn"
// brush 0
{
( 7464 512 -3040 ) ( -5336 512 -3040 ) ( -5336 480...
( -5256 480 6080 ) ( -5256 512 6080 ) ( 7544 512 ...
( -4696 -5520 3680 ) ( 8104 -5520 3680 ) ( 8104 -...
( 7544 7312 3680 ) ( -5256 7312 3680 ) ( -5256 7...
( -3896 512 3280 ) ( -3896 480 3280 ) ( -3896 48...
( -3888 480 3280 ) ( -3888 512 3280 ) ( -3888 4...
}
// brush 1
{
( 7464 512 -3040 ) ( -5336 512 -3040 ) ( -5336 480 -3...
( -5256 480 6080 ) ( -5256 512 6080 ) ( 7544 512 60...
( 8104 -5520 3680 ) ( 8104 -5488 3680 ) ( 8104 -54...
( 7544 7312 3680 ) ( -5256 7312 3680 ) ( -5256 73...
( -3896 512 3280 ) ( -3896 480 3280 ) ( -3896 480...
( -5256 7304 3680 ) ( 7544 7304 3680 ) ( -5256 7...
}
// brush 2
{
( 7464 512 -3040 ) ( -5336 512 -3040 ) ( -5336 480 -...
( -5256 480 6080 ) ( -5256 512 6080 ) ( 7544 512 6...
( -4696 -5520 3680 ) ( 8104 -5520 3680 ) ( 8104 -5...
( 8104 -5520 3680 ) ( 8104 -5488 3680 ) ( 8104 -5...
( 7544 7312 3680 ) ( -5256 7312 3680 ) ( -5256 7...
( 8096 -5488 3680 ) ( 8096 -5520 3680 ) ( 8096 -...
}
Delete the } and { but I tried but an error during the compilation occurred. I start a bushe 0 with { and i do not close in the bushe 0 i close in the bushe 3000 }.
And now i have a new idea. Do not start in the bushe 0 and finaly in the bushe 3000 in the bushe 4. And start the bushe 4 and close in the bushe 9...
I use the notepad to substitute the } and { to nothing. And now i need modify 5 to 5!!!
I open the map furtine.map...
I open it:
Code: Select all
{
"suncolor" "70 70 70"
"ambientlight" "10 10 10"
"classname" "worldspawn"
// brush 0
{
( 152 152 256 ) ( -144 152 256 ) ( -144 -160 256 ) sky/mohday1 0 0 0.00 1 1 0 276 0
( -144 -160 264 ) ( -144 152 264 ) ( 152 152 264 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1016 -984 264 ) ( -720 -984 264 ) ( -720 -984 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 632 264 ) ( 712 944 264 ) ( 712 944 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( 1152 952 264 ) ( 856 952 264 ) ( 856 952 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1016 -672 264 ) ( -1016 -984 264 ) ( -1016 -984 256 ) common/caulk 0 0 0.00 1 1 0 160 0
}
// brush 1
{
( 712 -984 8 ) ( 696 -984 8 ) ( 696 -992 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 696 -992 256 ) ( 696 -984 256 ) ( 712 -984 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( -880 -992 256 ) ( -864 -992 256 ) ( -864 -992 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 -992 256 ) ( 712 -984 256 ) ( 712 -984 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 720 -984 256 ) ( 704 -984 256 ) ( 704 -984 8 ) mohtest/manorwood1 0 0 0.00 1 1 0 16384 0
( -1016 -1000 256 ) ( -1016 -1008 256 ) ( -1016 -1008 8 ) common/caulk 0 0 0.00 1 1 0 160 0
}
// brush 2
{
( 720 952 8 ) ( 712 952 8 ) ( 712 904 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 904 256 ) ( 712 952 256 ) ( 720 952 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( 696 -984 256 ) ( 704 -984 256 ) ( 704 -984 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 720 600 256 ) ( 720 648 256 ) ( 720 648 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 720 952 256 ) ( 712 952 256 ) ( 712 952 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 952 256 ) ( 712 904 256 ) ( 712 904 8 ) mohtest/manorwood1 0 0 0.00 1 1 0 16384 0
}
// brush 3
{
( -1016 80 8 ) ( -1032 80 8 ) ( -1032 16 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1032 16 256 ) ( -1032 80 256 ) ( -1016 80 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1048 -984 256 ) ( -1032 -984 256 ) ( -1032 -984 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1016 16 256 ) ( -1016 80 256 ) ( -1016 80 8 ) mohtest/manorwood1 0 0 0.00 1 1 0 16384 0
( -1000 952 256 ) ( -1016 952 256 ) ( -1016 952 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1024 48 256 ) ( -1024 -16 256 ) ( -1024 -16 8 ) common/caulk 0 0 0.00 1 1 0 160 0
}
And i delete the } and {... and now the bushe 0 1 2 and 3 is the same brushe!!!
I place him:
Code: Select all
{
"suncolor" "70 70 70"
"ambientlight" "10 10 10"
"classname" "worldspawn"
// brush 0
{
( 152 152 256 ) ( -144 152 256 ) ( -144 -160 256 ) sky/mohday1 0 0 0.00 1 1 0 276 0
( -144 -160 264 ) ( -144 152 264 ) ( 152 152 264 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1016 -984 264 ) ( -720 -984 264 ) ( -720 -984 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 632 264 ) ( 712 944 264 ) ( 712 944 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( 1152 952 264 ) ( 856 952 264 ) ( 856 952 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1016 -672 264 ) ( -1016 -984 264 ) ( -1016 -984 256 ) common/caulk 0 0 0.00 1 1 0 160 0
// brush 1
( 712 -984 8 ) ( 696 -984 8 ) ( 696 -992 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 696 -992 256 ) ( 696 -984 256 ) ( 712 -984 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( -880 -992 256 ) ( -864 -992 256 ) ( -864 -992 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 -992 256 ) ( 712 -984 256 ) ( 712 -984 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 720 -984 256 ) ( 704 -984 256 ) ( 704 -984 8 ) mohtest/manorwood1 0 0 0.00 1 1 0 16384 0
( -1016 -1000 256 ) ( -1016 -1008 256 ) ( -1016 -1008 8 ) common/caulk 0 0 0.00 1 1 0 160 0
// brush 2
( 720 952 8 ) ( 712 952 8 ) ( 712 904 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 904 256 ) ( 712 952 256 ) ( 720 952 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( 696 -984 256 ) ( 704 -984 256 ) ( 704 -984 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 720 600 256 ) ( 720 648 256 ) ( 720 648 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 720 952 256 ) ( 712 952 256 ) ( 712 952 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( 712 952 256 ) ( 712 904 256 ) ( 712 904 8 ) mohtest/manorwood1 0 0 0.00 1 1 0 16384 0
// brush 3
( -1016 80 8 ) ( -1032 80 8 ) ( -1032 16 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1032 16 256 ) ( -1032 80 256 ) ( -1016 80 256 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1048 -984 256 ) ( -1032 -984 256 ) ( -1032 -984 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1016 16 256 ) ( -1016 80 256 ) ( -1016 80 8 ) mohtest/manorwood1 0 0 0.00 1 1 0 16384 0
( -1000 952 256 ) ( -1016 952 256 ) ( -1016 952 8 ) common/caulk 0 0 0.00 1 1 0 160 0
( -1024 48 256 ) ( -1024 -16 256 ) ( -1024 -16 8 ) common/caulk 0 0 0.00 1 1 0 160 0
}
And the compile BSP found. But the VIS do not found...
But i belive to i need pass my life placing it on 42.000 bushes to stay 42.000/4=10.500 bushes...
And And like this misleading the console!!!
Other day i group the bushe 0 at the bushe 30.000 but i have a problem... and now i need groud in less number...
Any member have any idea???
Posted: Mon May 31, 2004 10:57 pm
by panTera
Well, to be honost I think you have a big problem rodney and you will need to make some drastic changes to the map. You can try to mislead the console (if that's possible) but that's not the solution and will probably only mess up the brushes.
A few questions:
-
Is it a very large singleplayer map? If so, you could probably split it up and make two maps.
-
Is this the first time you try to compile the map?? You can't make a map without compiling/testing it from time to time and not expect errors.
In any way, you will have to take some measures, like:
- Remove brushes and make things more simple! If you want to finish this map you have no choice and have to make things less detailed.
- Use the common/caulk texture on every brushface that cannot be seen by the player.
- If you have a large terrain you could try to make it less complex or remove parts of the terrain that are hidden from the players view.
also check this link and find your error:
http://www.wolfensteinx.com/surface/tut ... rrors.html
Posted: Mon May 31, 2004 11:08 pm
by rodney
panTera wrote:-Is this the first time you try to compile the map?? You can't make a map without compiling/testing it from time to time and not expect errors.
???
I am passing more than one month fixed this error compiling. But the compile do not found.Is possible play in the map??? Is possible testing the map???
I do not use terrain. I have terrain but i prefer make with the bushes because have more detailed and the LOD terrain have much graphical bugs...
----------------------------------
I wasn't deleted my bushes!!!
----------------------------------
The maps is multiplayer. I am using the no draw texture. If i use the process retextured no draw with the caulk it helps???
Thanks panTera... for help me!!!
copy
Posted: Mon May 31, 2004 11:24 pm
by tltrude
Make a copy of the .map file and replace nodraw with caulk. You will have to go back in the map and fix the places that really need nodraw, although, they may work ok with caulk.
Posted: Mon May 31, 2004 11:57 pm
by rodney
Now i have more a new idea...
I place the bushes 50 at 42.000 in the locations of the entites. And now i have the error:
MAX_MAP_ENTITIES
"I am happy" because i have a new idea now. But it do not found!!!
I am go to do that tltrude...
Any member have a new idea???
Thanks!!!
Posted: Tue Jun 01, 2004 10:03 am
by agentmad007
Dont try to change anything in the .map via notepad ( i read a lot of stranges ideas ) except the texture .......you wont manage .
If there is a brush number problem , the inly solution as , great mapper above said , is to delete some brushes and make the map in a simple way ........