Max Brush Size


(==Troy==) #1

Is there a limit for the brush size?

In my map I use a script_mover to produce a sky and I bound a map with a cailked structurul brushes, each of size 65536X65536X16 . with 5 faces caulked and 1 face a siwa_sky texture applied.

What happens is that after the bsp compile the “Map leaked” message occurs, even if I do a Hollow caulked box around the map. And after I save and reopen the map the bounding brushes vanish (6 of them).

I know that Radiant 1.5 is cleaning illegal brushes automaticly, hence these brushes are illegal… Hence I wonder what is the maximum size of the brushes?


(S14Y3R) #2

It sounds like your “sky” script_mover is causing the leak. Any entities even touching your outer box will cause a leak. You’ll have to build completely around that script_mover.

Have you tried using :tcmod scroll x y in your sky shader? It will give you your effect of scrolling sky, without the need for a mover to pass over the “roof” of your map. So either attempt to modify your sky shader and use tcmod scroll x y(add the line), or you’ll need to build a box around the whole thing to keep the entity inside the “gamespace”. check out the default sky shaders, some have scrolling cloud layers.

good luck. 8)


(==Troy==) #3

Yes, I have a script_mover inside the outer box (thats why it is so big, lol). The outer box is twice as big as the script_mover box (in each dimension, I know that it really should be only 1.4 times bigger, but anyway…) And it still doesnt work.

the Tcmod feature will not help here, as I have 6 faces, and the movement of the sky is not linia (thats why I use script_mover)… So it will be quite a lot of work making the sky to move… (syncronising all 6 faces etc.)


(kamikazee) #4

And what if you just place a giant cylindrical patch around your level and move the outer points so that they deform the tube into some “pill”-shape?


(==Troy==) #5

I think I dont quite understant what you mean, sorry :frowning:

I will try to do it with tcmod, as I have an idea, just need to do some maths for that :slight_smile:

And still is there a max brush size? Or can a script_mover be a big structure?.. Or can it include structural brushes inside it? (script_mover is a box with 6 brushes and 1 origin)


(Shallow) #6

You really shouldn’t do this - huge moving entities are likely to cause other issues as well.

You could try putting a much smaller mover into a portal sky. Portal skies are specifically designed to allow you to have big skies around your map without them needing to actually be big, but this will probably hurt people on cripplingly low-spec machines badly.

Overall you are better off using static environment skybox shaders, or scrolling sky layers.


(==Troy==) #7

Movers in skybox are not transferred to the sky portal. I will try to do it with tcmod then… :frowning:


(==Troy==) #8

Ok, Tcmod will not help here, as the textures are non-linia, meaning that they have an effect, to fix the “box” bug (when it looks like you are in the box and not sphere). So could anyone please give some more details about the topic? :frowning:


(S14Y3R) #9

well if it doesn’t work, it doesn’t work. Even with non-linear movement of the sky, there’s no way to sync what you’re trying to do with a script_mover to the rest of the sky.

What exactly are you attempting to do? If its something like have your clouds change direction? -you could use the remapshader/remapshaderflush commands, and change your cloud layers respectivly.

Even with normal sky shaders you can have 6 different layers of cloud/sky moving/rotating/deforming in every direction. That’s each layer isolated to do its own thing, independant of all other layers. Although 6 layers is an FPS kick, its an extreme example.

I wouldn’t worry too much about the sky, its usually the first option that gets turned off anyway, lol.


(==Troy==) #10

Mhhh… If you ever played UT2000 the map CTF-Face… thats what I am making a remake from. The sky there is an Earth, starts, nebulas, all moving around, and it is like 50% of the effort made into the map… :frowning:

If you could please give more details and topics to read about this :slight_smile: Because I just cant think of any other solution…