too many solids in map

Discussion in 'Mapping Questions & Discussion' started by static2601, Dec 5, 2011.

  1. static2601

    static2601 L2: Junior Member

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    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
     
  2. Terwonick

    Terwonick L6: Sharp Member

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    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.
     
  3. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    hmm, yeah, try func_detailing everything. see if that helps. depending on what your map looks like, you could func_detail 75% of map
     
  4. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Screenshot of the map? How did you even hit that cap?
     
  5. static2601

    static2601 L2: Junior Member

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    its a minecraft map.
     
  6. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Do you mean minecraft style for TF2?
     
  7. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    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.
     
  8. Batandy

    Batandy L3: Member

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    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
     
  9. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Then you have the issue of optimization.
     
  10. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Even then you shouldn't be able to get near the solids cap, what game mode is it TC..?

    That's almost scary.
     
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  11. Skibur

    Skibur L1: Registered

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    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.
     
  12. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    I can hear hammer screaming from here. Delete that.
     
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  13. Skibur

    Skibur L1: Registered

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    Funny, it was screaming "MOAR" :p

    (With a decent computer to support that many brush, that is :p)
     
  14. Pocket

    aa Pocket func_croc

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    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...
     
  15. static2601

    static2601 L2: Junior Member

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    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.
     
  16. static2601

    static2601 L2: Junior Member

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    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.
     
  17. Skibur

    Skibur L1: Registered

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    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.
     
  18. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Just as a note, remember that brush entities and models do NOT help with optimization, you will need world brushes or some magical (and probably hella hard) optimization magic-jitsu.
     
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  19. re1wind

    aa re1wind

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    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.
     
  20. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    As I learned with backlot_event, occluders suck.