Goldsource engine limits

J-M v2.5.5

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Does anybody know where I can find the Goldsource (Half-Life) engine limits? I'm particulary interested in the maximum amount of worldbrushes a map can have.
 

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J-M v2.5.5 said:
Does anybody know where I can find the Goldsource (Half-Life) engine limits? I'm particulary interested in the maximum amount of worldbrushes a map can have.

I don't think theres any limit on world brushes, just faces.
 
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J-M v2.5.5

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I reached the brush limit on an over-reacted version of my lovely temple map (which you like so much :p )... I should decompile that to figure out :idea:
 

Thothie

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What's the exact error ZHLT is givin ya?
 
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J-M v2.5.5

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If I remember correctly it was something with MAX_MAP_BRUSHES exceeded. I don't have the "overkill" version of my temple map anymore, only jm_styxtemple2.

When I decompile jm_styxtemple2 with BSPTwoMap, it hollows out alot of solids, so alot of solids (no idea how many) I get six solids.
My other decompiler, Winbspc, crashes... it can't decompile jm_styxtemple2.
 

Kuroneko

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Decompile = BAD

MAX_MAP_BRUSHES can be increased, I think XPCagey's tools had an increased limit... or was that something else? I know he ramped up a lot in there.
 
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J-M v2.5.5

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I know decompiling is bad, but I lost the source to jm_styxtemple2 years ago.

Edit: http://www.47hassocks.freeserve.co.uk/compileprobs.htm
Code:
MAX_MAP_BRUSHES The admissible number of brushes in the map has been exceeded.

maximum: 8192 (approximate, huge counts of brushes mostly lead to problems with too large lightmap-data --> see also MAX_MAP_LIGHTING-error)

Solution:

Decrease the number of brushes, simplify your map or make it smaller .
Holy ****, 8192 brushes? When I decompile jm_styxtemple2 with BSPTwoMap (the decompiler that hollows out almost every brush) I get about 4300+ brushes. There is no chance in hell I could have reached 8192, ever.

Edit 2: The 'normal' limit is 4096 brushes, but some tools (Merl's custom tools, XP-Cagey's tools, and Zoner's Half-Life Tools (which I've always used)) have the 8192 brushes limit.
 

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Yea decompiling will get you about 80x the amount of normal brushes on the map because of that hollowing. Basically you have to rebuild the whole map.
 
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J-M v2.5.5

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I never decompile a map to recompile it later on. I only decompile maps to learn stuff, entity setups and things like that. I decompiled Sven Co-Op's hostage2a once and learned how to make a working codepad door :D
 

Thothie

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As Jester said, yeah, you can't rebuild a decompiled map. At best you can use it to figure what textures you used and how you set the map up - but there's too many oddities generated by decompile to possibly ever let you recompile. Indeed, it generates so much weird stuff - I wouldn't even work on a new map while the decompiled one was still in memory as there maybe odd overflow issues. (Hammer is not exactally, shall we say, 'solid state')
 

J-M v2.5.5

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Thothie said:
As Jester said, yeah, you can't rebuild a decompiled map. At best you can use it to figure what textures you used and how you set the map up - but there's too many oddities generated by decompile to possibly ever let you recompile. Indeed, it generates so much weird stuff - I wouldn't even work on a new map while the decompiled one was still in memory as there maybe odd overflow issues. (Hammer is not exactally, shall we say, 'solid state')
o_O I would never, ever, decompile a map and work on it. Ever.
 

Thothie

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Dunno how else you got that error then.

Hey, thothie, did you get my pm?
Totally F3'd - but yes, and all that stuff was added to my archive.
 

J-M v2.5.5

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Thothie said:
Dunno how else you got that error then.
LOL no dude, look:
A long time ago, in an MS era far, far away, I started mapping. This was five or six years ago. My first map ever was a cheat map for MS called jm_styxtemple. When I had made it public, it was HUGE, but it had two small bugs. So I fixed those bugs and released jm_styxtemple2.

As I said, the map was huge, and I had used crap loads of brushes. So many brushes, it wasn't healthy anymore. On one day I felt like expanding the "FUN HOUSE" section of the map (some completely random puzzle crap) and I made it like twice as big. When I tried to compile jm_styxtemple3 it gave me the MAX_MAP_BRUSHES error. I looked it up and figured there were way too many brushes in my map.

I lost the source to jm_styxtemple3 ages ago, so I tried to decompile the map (two days ago) to figure out how many brushes I used. Unfortunately, BSPTwoMap likes to hollow out almost every brush, giving me about four times more brushes than I actually used.

The weird thing is, the BSPTwoMap decompiled version of my map tells me (in Hammer) that I used a bit over 4300 brushes, while the limit (using ZHLT) is 8192 brushes.

So I'm now starting to wonder if it actually was the MAX_MAP_BRUSHES error... maybe it was MAX_MAP_FACES.

Ah... good times of newbie mapping.
 
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