Hit the 'max_map_brushsides', how to make displacements?

Discussion in 'Mapping Questions & Discussion' started by bamibal, Aug 17, 2015.

  1. bamibal

    bamibal L1: Registered

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    Hello, I'm close to finishing my brush work and now the compile log mentions that I'm over the maximum brushsides:thumbdown: I still have to make some stairs though so I'll have to simplify a loooot of brushes, or start deleting areas which would suck.

    Now there are about 96(!) of these complex clipped buggers in my map, I'm pretty sure removing them would solve my problem, but they're a big part of the looks of my map (arched doorways). I'm thinking about doing them with displacements somehow, but I'm not very familiar with the displacement tool and I don't know if this is even possible. Can anyone help me out a bit?

    [​IMG]
     
  2. Hyperion

    aa Hyperion L16: Grid Member

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    I think you can turn stairs etz into func_detail and that will not count as brush anymore
     
  3. killohurtz

    aa killohurtz Distinction in Applied Carving

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    There is a MUCH easier way to make arches with fewer brushes, and all it takes is a little knowledge of the Arch tool. You can use it by selecting the Brush tool, then changing the object type to arch:

    [​IMG]

    When you create a box and hit enter, a properties dialog will pop up. You can read about the options here: https://developer.valvesoftware.com/wiki/Hammer_Arch_Properties

    To create arches that fit in square spaces, have a look at this post: http://forums.tf2maps.net/showthread.php?t=25148&p=335534#post335534
     
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  4. bamibal

    bamibal L1: Registered

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    Thanks killohurtz, I'm going to try that. I didn't use it at firs because I wanted the arches to have a certain shape, not just 'half a circle', if you get what I mean. But I'm going to try to replicate it a bit and else I guess I have to sacrifice it for my map to compile again.
     
  5. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Arches created with this tool are nothing more than a bunch of brushes that come grouped together by default, so you can still use the vertex tool to change their shape a little.
     
  6. ibex

    aa ibex

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    While func_detail is important, I think you need a quick tutorial on the arch tool. I started out trying to make arches just like you because I also didn't know about the arch function.

    It hides out here:
    [​IMG]
    Right there in "objects". When you have the Block Tool selected you can change the type of shape it creates. It is set by default to block on hammer start.

    Now I have my hammer options set to "Stretch arches and toruses to fit original bounding rectangle" so mine might work slightly different than yours.

    So I'll just drag to create a box, and you can set up your dimensions. When you are happy with your dimensions you'll press enter and a new dialog box will appear. "Arch Properties"
    [​IMG]

    And you can hit the preview button to get an idea of how your arch will look.
    [​IMG]

    Now I'll do a simple box, size 512h by 1024w. I'll set my arc to 180, sides to 16, and width to 64. Hit "OK". And bam:
    [​IMG]

    to get that square shape on top you're looking for, you'll want to use the "vertex tool" (you can click the tool again while in use to hide the midpoint yellow squares. And then you can just drag the vertices to wherever you'd like.
    [​IMG]
    [​IMG]

    You can do pretty cool things with the arch tool and some vertex manipulation.
     
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  7. bamibal

    bamibal L1: Registered

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    killohurtz, actually managed to replicate it pretty well with the method in that thread (arch with very thick wall then transform and clip), awesome! And certainly less faces too. Now let's hope it brings me under the brushside limit.

    ibex, thanks for the detailed description! The result is pretty much the same as the method I used now, it would take some more time but it'd certainly feel a bit more logical. Making a big ass arch and transforming it so much felt a bit weird:D

    [​IMG]
     
  8. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Never resize brushes. Just make the selection box as big as it has to be.
    Most importantly: Always keep everything on grid.
     
  9. bamibal

    bamibal L1: Registered

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    Thats what I'd rather do, but the arch never generates in the direction I want it to! When I draw a box as big as my former arch and hit enter, the arch generates in a completely different direction. Is there a way to tell on which axis it has to form?
     
  10. killohurtz

    aa killohurtz Distinction in Applied Carving

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    There's actually an option in Tools > Options > 2D views just for this. I think everything is automatically oriented to the Top view otherwise.

    [​IMG]
     
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  11. bamibal

    bamibal L1: Registered

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    Still with that checked, when I draw the box exactly over my old arch in any of the three directions, the arch always draws like this:

    [​IMG]

    Or am I doing something really silly here?:lol:
     
  12. Dr. Orange

    Dr. Orange L6: Sharp Member

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    You need to hold your mouse cursor over the 2D view window you want it to allign to.
     
  13. bamibal

    bamibal L1: Registered

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    Managed to manually craft one with ibex's method, seems a bit more clean than the other one. I think I can work with this one safely. Thanks for all the tips guys:thumbup1:

    [​IMG]
     
  14. bamibal

    bamibal L1: Registered

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    One last question, would doing this:

    [​IMG]

    Instead of this:

    [​IMG]

    To fill up the space under my arch be a good way to reduce the brushside count? Or do we have to prevent brushes from sticking into each other at all costs?
     
  15. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Overlapping brushes like that isn't a big deal. The lightmap could look stupid tho.
     
  16. Lampenpam

    aa Lampenpam

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    I can't really see what it's supposed to be, but it looks quite small. Are you sure you wan't to create that many brushes for a tiny detail?
     
  17. bamibal

    bamibal L1: Registered

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    It's not that small, it's a door:) I don't know if it's too much detail but I think it plays a big part in the feeling of the map.

    [​IMG]
     
  18. Lampenpam

    aa Lampenpam

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    Oh I see. well then, like tumboliso already said, you can go with that:

    [​IMG]
     
  19. Crash

    aa Crash func_nerd

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    Are you still hitting the limit after fixing all those arches? If you've got a lot more head room, you could get away with those doors with the nicer brush work.
     
  20. Muddy

    Server Staff Muddy Muddy

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    You could also consider using displacements to create arches. That way you'll only need to use one brush, plus the lighting might look better.