Increasing brush limit in BSP compiler
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Re: Increasing brush limit in BSP compiler
Posted by Wild Card on Mon Feb 20th at 1:41am 2012


For my Titanic map, it was mentioned that a BSP compiler exists with a higher limit than the default 8296. Anyone know if it's existence and if any issues exist?

Progress on the map is going well (see that topic for more info) but Im already at 6600 brushes with only about 2/3 of the basic structure built.

I knew from the get go I'd probably have to break the ship down to at least three different maps but was kinda hoping to avoid that.

Thanks,




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Re: Increasing brush limit in BSP compiler
Posted by Orpheus on Mon Feb 20th at 2:17pm 2012


Is the new tools not like the old tools where you can add parameters?



The best things in life, aren't things.



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Re: Increasing brush limit in BSP compiler
Posted by Wild Card on Mon Feb 20th at 3:07pm 2012


Unless I missed it, its not in the parameters.



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Re: Increasing brush limit in BSP compiler
Posted by Niborius on Mon Feb 20th at 4:11pm 2012


I don't know to be honest, but maybe this increases the maximum brush amount. You can try it out, they are much better than the original compilers anyway.


Youtube Channel: http://adf.ly/bIorf (It's about scary videogame monsters mostly)



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Re: Increasing brush limit in BSP compiler
Posted by Orpheus on Mon Feb 20th at 4:24pm 2012


Its simply been to long but when I say parameters, its a command line you edit to add more stuff past the limits of the original intent.

IE, we added more particles when looking for a leak. Remember?




The best things in life, aren't things.



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Re: Increasing brush limit in BSP compiler
Posted by Crono on Mon Feb 20th at 7:52pm 2012


The official name is arguments. Parameters are any sort of values the arguments require.


Blame it on Microsoft, God does.



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Re: Increasing brush limit in BSP compiler
Posted by Orpheus on Mon Feb 20th at 8:17pm 2012


Lets not go there. If I get one more penis enlargement phone call I'm gonna scream.
If I get my hands on the asshole who told them about my biggest secret... smiley




The best things in life, aren't things.



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Re: Increasing brush limit in BSP compiler
Posted by omegaslayer on Mon Feb 20th at 10:13pm 2012


Doh!

Sorry wild card, I read your message but I placed it on the back burner. Let me download the ol' compiler source code and double that limit for you.






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Re: Increasing brush limit in BSP compiler
Posted by Orpheus on Mon Feb 20th at 10:35pm 2012


Can you do that with my paycheck bud?

The question is, if you double it so it will compile, will the engine accept it and run the map?




The best things in life, aren't things.



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Re: Increasing brush limit in BSP compiler
Posted by omegaslayer on Mon Feb 20th at 10:54pm 2012


Accepted Answer
I thought the titanic map was for Source (And we're in the HL1 forum). Hmm. Well either way I re-compiled the vbsp compiler for the Source engine, and added the file here:

http://www.snarkpit.net/index.php?s=forums&f=7&t=12317

Edit:

Just downloaded ZHLT's source code, but the MAX_MAP_BRUSHES value is as large as it can be (Well as large as an unsigned sort integer can be)
Code

#define MAX_MAP_HULLS 4
// hard limit

#define MAX_MAP_MODELS 400
// variable, but 400 brush entities is very stressful on the engine and network code as it is

#define MAX_MAP_BRUSHES 32768
// arbitrary, but large numbers of brushes generally require more lightmap's than the compiler can handle

#define MAX_ENGINE_ENTITIES 1024
#define MAX_MAP_ENTITIES 2048
// hard limit, in actuallity it is too much, as temporary entities in the game plus static map entities can overflow


I added some more so everyone would know some of the other limitations...

Quoting "Orpheus"
Can you do that with my paycheck bud?

The question is, if you double it so it will compile, will the engine accept it and run the map?


HL1 I don't know - Source I've done it before, keeping in mind It wasn't crazy over the top over the limit. As fer paycheck... not sure what you mean...?






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Re: Increasing brush limit in BSP compiler
Posted by Orpheus on Mon Feb 20th at 11:13pm 2012


This is a source map, just in the wrong forum.




The best things in life, aren't things.



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Re: Increasing brush limit in BSP compiler
Posted by Wild Card on Tue Feb 21st at 3:53am 2012


Yea, I posted in the wrong forum smiley Got the compiler and now I feel happy! Thankys



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Re: Increasing brush limit in BSP compiler
Posted by Riven on Fri Feb 24th at 5:10pm 2012


Moved the thread to the Source Engine Editing Forum.





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Re: Increasing brush limit in BSP compiler
Posted by Zero-PAiN on Mon Mar 10th at 9:35pm 2014


Hey guys! Sorry to but in and bump a thread, but i noticed that the precise answer I needed was posted here!

I've been porting minecraft maps over to Garry's Mod and its going quite well. The only issue is that when the map gets fairly large, i run into a problem with too many brushes.

I wanted to have a go at using your modified vbsp that you made, however I can't seem to find it on this website anymore smiley

I know I'm a few months late, but does anyone still have that compiler handy?

So far by mapping under the brush limit i was able to do these two
http://steamcommunity.com/id/cakeparty/myworkshopfiles/

But I'm working on converting the ever popular Breeze Island over to Source. I have it all nearly done in my vmf file, but i just can't compile it. :/





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