Map compile error


(MindConfusion) #1

I’ve asked this question before but nobody wanted to help so I’m hoping this time someone will.

I’ve created my terrian in easygen etc etc, when I goto compile for the first time to run a quick test I get this error (MAX_MAP_BRUSHES (32768))
map size without the coords is -9856 9856, 9856 -9856. I haven’t added the mapcoordsmaxs and mins in yet, I just wanted to see if it will compile without that error, (even with mapcoordsmaxs/mins I still get the error)

Before I get that error it stalls on CullSides for about 2mins or longer then moves on. If I create the whole thing by hand just a flat terrian everything works fine with no problems.

Here’s the compile from CullSide to the error.

— CullSides —
0 hidden faces culled
0 coincident faces culled
— ClipSidesIntoTree —
— FaceBSP —
6 faces
4160 leafs
— MakeTreePortals —
0 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
6 structural brushes
1360 cluster references
— NumberClusters —
2800 visclusters
7720 visportals
1360 solidfaces
— WritePortalFile —
writing C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/capture1.prt
— FloodAreas —
1 areas
— AddTriangleModels —
************ ERROR ************
MAX_MAP_BRUSHES (32768)

Note - Everything above the CullSides works fine.


(Frankesk) #2

Terrain sizes? How many divisions along X and Y axis?


(MindConfusion) #3

I’ve started another one with the same error. With this one the answer to ya question is -

Divisions: X=209, Y=209

Widths: X=26752, Y=26752

Div. Widt: X=128, Y=128

Max Height: Z=7256

On Apply box = Lock terrain is checked, X align = center, Y align = middle

If more info is needed please say so I would very much like to get this map to compile.


(Blackadder_NZ) #4

I think you need to change the Div Width to something like 256.


(MindConfusion) #5

Just being going through Surface site and found my answer.

This is normally a problem with your total amount of brushes on the map being over the limit, the limit is apparently 32768, so you should try to get rid of some brushes. If your amount of brushes is around that area or you can remove some brush sides, each brush has multiply sides so try removing some of the sides that wouldn’t be seen when playing.

So now that leaves the question how do you remove sides that ain’t gonna be seen while playing?, I have chulk on everything expect the parts that are visible.


(Blackadder_NZ) #6

Indicates to my above post

I think that’ll work as it increases the size of each brush so you’ll have 1 brush for every 2 you had before, which will halve the amount of brushes, although the terrain will be slightly more blocky. But thats what you get for having lots of terrain :stuck_out_tongue:


(MindConfusion) #7

Righto I shall give that a try after dinner and movie lol, hope it works.
Also gonna chulk everything behind the terrain of what we don’t see to free up some more brushes.


(Blackadder_NZ) #8

You mean Caulk :stuck_out_tongue:


(Frankesk) #9

These numbers are really too high.

My (poor) experience with terrain maps (although I’ve done easygen) suggest NOT to use more than 64 divisions along an axis.

64 x 64 mean 8192 bruhses used for the terrain. For a square terrain the MAX_MAP_BRUSHES (32768) constant suggest a limit of 128 x 128 divisions. In this case your map would be made up only of the terrain entity :expressionless: