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 Wild Card on Mon Feb 20th at 1:41am 2012

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Posted by Wild Card on Mon Feb 20th at 1:41am 2012
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Re: Increasing brush limit in BSP compiler
Posted by Orpheus on Mon Feb 20th at 2:17pm 2012

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

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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

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.

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

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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?
IE, we added more particles when looking for a leak. Remember?
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Re: Increasing brush limit in BSP compiler
Posted by Crono on Mon Feb 20th at 7:52pm 2012
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.
Re: Increasing brush limit in BSP compiler
Posted by Orpheus on Mon Feb 20th at 8:17pm 2012

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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...
If I get my hands on the asshole who told them about my biggest secret...
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Re: Increasing brush limit in BSP compiler
Posted by omegaslayer on Mon Feb 20th at 10:13pm 2012

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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.
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

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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 question is, if you double it so it will compile, will the engine accept it and run the map?
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Re: Increasing brush limit in BSP compiler
Posted by omegaslayer on Mon Feb 20th at 10:54pm 2012
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)
#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...
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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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?
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

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Posted by Orpheus on Mon Feb 20th at 11:13pm 2012
This is a source map, just in the wrong forum.
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Re: Increasing brush limit in BSP compiler
Posted by Wild Card on Tue Feb 21st at 3:53am 2012

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Posted by Wild Card on Tue Feb 21st at 3:53am 2012
Yea, I posted in the wrong forum
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

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Posted by Riven on Fri Feb 24th at 5:10pm 2012
Moved the thread to the Source Engine Editing Forum.
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