Max_map_brushes -1 reply

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jk3editor

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#1 10 years ago

[COLOR=Navy]Hi! I know this error was in this forum many times, I read them, but tose didn't help me, so I'll ask it....I get this error message first time, when I made a second terrain in my map, so I thinked it's the problem, so I made it to a basic func_group, and replace the terrain texture to an other one....but the error message come again, and I don't know why :S I tried to make it too: [/COLOR][COLOR=Navy][COLOR=Red]_lightmapscale: 2[/COLOR][/COLOR][COLOR=Navy] On my map there are: [/COLOR][COLOR=Navy][COLOR=Red] 29107 Brush 209 Entities[/COLOR][/COLOR][COLOR=Navy] please help, I wouldn't like to re-make my whole map... [/COLOR]




jk3editor

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#2 10 years ago

[COLOR=Navy]If I delete this func_group, then the Radiant can save... What is the problem with a basic func_group? :/[/COLOR]




stotto

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#3 10 years ago

It means you simply have too many brushes in your map. You've exceeded the 32768 limit. My suggestion is to first run a brush clean-up. From there continue deleting unnecessary groups of brushes. Also, any model that is auto-clipped will add large amounts to the brush count when you compile. The problem could also be with your terrain just being too massive. If the above fails I suggest you redesign your terrain into something less complex (lower the gridsize you're using).




jk3editor

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#4 10 years ago

[COLOR=Navy]I run brush cleanup before every compile so that isn't problem. I didn't know, the auto-clip is do it, thanks :) Now I know the problem :D But I hate it:mad: Why can't the Radiant write normally how many brush I have??[/COLOR]




NAB622

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#5 10 years ago

Auto-clipped models create a brush for every triangle in the model. That's why Radiant isn't telling you how many brushes you have - it can't. The compiler is generating them.

Stotto, are you sure the limit is 32,768? I thought it was 65,536...




jk3editor

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#6 10 years ago

[COLOR=Navy]I think it isn't, because I deleted only 2000 brush, and clipped the all of the models, the errordisappeard....now came a new, but I could fix it, the terrain, what was the half ot the map, that's size isn't 60×60, now it's 30×30.....so no more message:D But I set it and now in the game a few piece of this group is moving upper, or downer (I don't know), and there will be an about 0.5 gridded CAULK what I see in the game, but in the Radiant the terrain is very nice :( I think I couldn't to composition it good, so here is a print, it's my problem:

Spoiler: Show
a.JPG
I think this error was disapppear, if I would to set the grid from 30 to 60 again....but then there are another errors :bawl: [/COLOR]



stotto

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#7 10 years ago

Does the bsp stage of your compile say anything funky? Brushes that look fine in Radiant but don't in game tend to be deformed, but normally the compile stage tries to tell you these things.

And on another note: It is also possible to transform brushwork into ASE models. If you do that and load the models as misc_models, you will avert the brush limit. That some good old fashioned clipping can eliminate gargantuan brush counts.

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@Nab: The last I checked, which was a long time ago (in a galaxy far, far away), it was 32kb, or 32768 brushes. I've definitely been wrong before though.




NAB622

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#8 10 years ago

stotto;4795836 It is also possible to transform brushwork into ASE models. If you do that and load the models as misc_models, you will avert the brush limit. That some good old fashioned clipping can eliminate gargantuan brush counts. [/quote] Very good advice. Gotta be careful doing that, though, because you still have to use brushes to clip the model. Don't forget about your old buddy, CSG Merge!

[QUOTE=stotto;4795836]@Nab: The last I checked, which was a long time ago (in a galaxy far, far away), it was 32kb, or 32768 brushes. I've definitely been wrong before though.

I don't even remember where I heard it. Don't care. Maybe 65,536 is the triangle limit.




jk3editor

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#9 10 years ago

[COLOR=Navy]The compiler isn't saying and bad... And I wouldn't like ASE, only in the Radiant, to I can to edit it easier later...and I can't make it....I'm saving with Radiant:D Maybe do you have more idea, to fix it?[/COLOR]




NAB622

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#10 10 years ago

You can make ASEs with Radiant. That's why Stotto suggested them - all you have to do is pick a portion of your map and make it an ASE model, then import it as a misc_model and add physics_clip brushes to make it solid where you need it.

Now that I've taken a close look at your screenshot...it looks like you have a structural brush that sticks through your terrain. I think I can see "the void"...