Cant compile due to max brushes =(


(poohBear) #1

Hi! I am using misc_model to import an architectural model which I have created in 3ds Max, into Gtk Radiant. After that, i set spawnflags to 2 for the autoclipping feature. However, when I tried to compile, there were some warnings, and the file could not be compiled successfully.


WARNING: MAX_MAP_PLANES (1048576) hit generating clip brushes for model models/myModel.ase


ERROR*
MAX_MAP_BRUSHES (32768)

Is there anyway whereby I can successfully compile the map without actually altering the original architectural model??? HELP!!


(nUllSkillZ) #2

I would try to clip it by hand.
I think the auto clipping is creating to many brushes.


(poohBear) #3

WOW! AMAZED! I am surprised the PROMPT reply!! THANX!

btw, what do u mean by clipping by hand? Sorry but I have no idea on how to go abt doing it. Is it a function in Radiant itself???


(nUllSkillZ) #4

You should turn of / delete the spawnflag.
And then make brushes that roughly form the shape of your model (no details) by hand / manually.
Texture these brushes with a clip texture.


(Gringo Starr) #5

Actually clip_weapon might be a better choice. Sorry Null :wink:


(poohBear) #6

gringo> what do u mean by clip_weapon? Is it just one of the texture like CLIP and caulk??Whats the difference actually?? Or is it like sppawnflags whereby u need to enter a variable in the entity window?

Anyway I tried the manual clip. It works for certain models but for one of my model there was some error when I tried to compile and the warning says that it cant find myModel.prt file =(


(ratty redemption) #7

@poohBear, it would be a shader you paste onto the ‘clip brushes’ but before you try to find it, see my question below…

@Gringo, what game do you have which uses clip_weapon? I can`t find it in any of the et or rtcw shaders… is it a custom one?


(obsidian) #8

I think he means weaponclip.

It’s a simple default Q3 shader (should also be available in ET and RTCW) used to block both player movement and weapons fire.


(ratty redemption) #9

ah, found it although it`s name is slightly different.

textures/common/clipweap
{
	qer_trans 0.3
	surfaceparm nodraw
	surfaceparm nomarks
	surfaceparm trans
}

(poohBear) #10

ThanX! ! Used the common/clip texture and it worked!

Gonna try using the weapon_clip method too.Does it reduce the brush count?


(carnage) #11

actutaly weapon clip clips gunfire so player could still walk through your model

clips are uself for alpha textures as well, if you used one to make a fence then player and bulets could pass through so you would use the clip texture and clip_missle to stop grenades and panzers passing through, but you would still be able to shoot bulets through =)