I have created a perfect terrain landscape with easygen, and I exported as a map file. But I can't compile it with radiant because it has over 80,000 brushes, and I was told that the brush limit is like 32,000 something. So is there anyway that i can compile the map or prevent it from having so many brushes.
The only way I can think of is to go back into easygen, and lower the division count. This will reduce both brushes and detail, which is irreversible if you decide you want to go higher, so don't save it until you are happy, or you will permanently lose detail. To calculate it to a reasonable brush count, multiply division X by division Y, then multiply that by 2 (each square has 2 triangle brushes, and multiplying division X by division Y gives you the total number of squares, not triangles)
And remember, only ever divide your subdivisions by half, and only use integers. SO don't start with an ODD number, because otherwise you get weird 'raised' and lowered triangles ingame, where for some bizzare reason, certain brushes shift position.
The second option would be to make your current terrain into a high-poly ASE model, then create a very low triangle duplicate terrain and cover it with physics_clip, but I'm not sure how well that would work due to all the triangles needed to be merged on the ASE.
would an 80'000 polygon model even work normally, or does it only work if you use the static model?
Thank you guys, i'll be sure to give that a try, and ask you for help if I have problems.
An ASE model isn't loaded as a static model, it gets baked into your BSP as map triangles, which is why i figured it still wouldn't work, as thats still far too many tris and verts :p
It's also good to keep in mind that if some parts of the terrain can't be seen from the playable area, like the backsides of mountain peaks or under buildings, you can delete the brushes there.