too many solids in map

static2601

L2: Junior Member
Nov 4, 2010
79
4
I am making a map and ran over my solids limit. How can i reduce solids without removing them? I'm not sure but i think that i could: func_detail on some of the solids, make them a displacement. func_brush. Will any of these things work and what all is considered a solid? Thanks
 

Terwonick

L6: Sharp Member
Aug 25, 2010
278
190
VBSP enforces these limits:
8192 brushes
128 faces on a single brush
65536 faces overall
Invisible brushes like triggers and even hint brushes count toward the limit. Confirm: However, nodraw faces do not

found at: https://developer.valvesoftware.com/wiki/Brush

what I take from that is that you can reduce the faces easily, but without changing the the engine itself, you would have to settle for reducing the amount of brushes you are using. Sorry I couldn't be of more help.
 
Apr 13, 2009
728
309
The Source engine was not meant to handle voxels, nor destructable scenery. :p

Whatever it is you're doing exactly, I suggest you scale down your ambitions. This engine limit should only be reached on very large maps.
 

Batandy

L3: Member
Oct 10, 2010
132
87
Well, i guess importing the minecraft stuff as models could work to reduce the brush count.

I don't want to say stupid stuff, but it's worth trying, get some minecraft models, and replace the brush blocks with their model counterpart
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Well, i guess importing the minecraft stuff as models could work to reduce the brush count.

I don't want to say stupid stuff, but it's worth trying, get some minecraft models, and replace the brush blocks with their model counterpart

Then you have the issue of optimization.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684

Skibur

L1: Registered
Dec 6, 2011
20
13
I did once ran into this issue before where I have a object that wasn't really a prop that had at least 1,000 brushes combined.
My solution was to use the propper and convert the object that was in brush into a prop. Saved a huge chunk of brushes.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
I did once ran into this issue before where I have a object that wasn't really a prop that had at least 1,000 brushes combined.
My solution was to use the propper and convert the object that was in brush into a prop. Saved a huge chunk of brushes.

I can hear hammer screaming from here. Delete that.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The Source engine was not meant to handle voxels, nor destructable scenery. :p

Good grief, I hadn't even considered that possibility when he said "Minecraft map"... Static, is that what you were trying to do? A separate brush for every single block? Because yeah, don't do that...
 

static2601

L2: Junior Member
Nov 4, 2010
79
4
Well, I understand that you can't just make a single cubic solid for every piece that would be a block. The blocks are all one if there in a row rather one block next to another block. Also im not making these blocks destructible, I've noticed from the past that breakable blocks are only good for about 1000 or so. I've made minecraft maps before, but they were small. This one is very large, about a quarter of the grid from the top view. Since its a small town inside castle walls, its all open space and i know that i will probably have frame rate issues if i don't optimize properly. And yes hammer hates the map, closed out several times, out of memory errors and more.
 

static2601

L2: Junior Member
Nov 4, 2010
79
4
I did once ran into this issue before where I have a object that wasn't really a prop that had at least 1,000 brushes combined.
My solution was to use the propper and convert the object that was in brush into a prop. Saved a huge chunk of brushes.
I've tryed my luck with modeling before with nothing good to say about it. I was using 3ds max. how would i go about making a model in propper anyways. I know you export the models to smd or something, then do something with qc files and some other files. If i could make them into models, like the trees, then it would save my map from failure and allow it to be bigger and better.
 

Skibur

L1: Registered
Dec 6, 2011
20
13
I've tryed my luck with modeling before with nothing good to say about it. I was using 3ds max. how would i go about making a model in propper anyways. I know you export the models to smd or something, then do something with qc files and some other files. If i could make them into models, like the trees, then it would save my map from failure and allow it to be bigger and better.

I've done export the models from 3ds max and successfully imported into hammer.
Add me and I might help you the situation you are stuck on.
 

re1wind

aa
Aug 12, 2009
644
588
at least 1'000 brushes?! how?


Dare i ask for a screenshot of that?

as for models & optimization, static props can be sort-of 'optimized', reducing their expensiveness to the engine by using clever placement of occluders, hard-to-tweak fade distances, and lods (for custom models at least). These are things that brush-based details cannot achieve, with the single caveat of areaportals.

Having said that, world brush optimization magic-jitsu is still the way to go.