So the title about says it all, some of you may have noticed at other places on the web there have been slight cries for help about this map I’m working on; mostly that I was planning on building a small cluster to compile it.
First off, fun news: I fixed a lot of the VIS problems I’ve been having, the random frame-rate drops have been fixed. The first full test compile was completed today and work has resumed in full.
Second, I did some play testing, I could post screenshots if anyone’s interested. It needs a lot of work, but it’s as gigantic as it is fun.
My reason for posting here though is that I can’t seem to get BSPC to work.
I get a MAX_MAPFILE_BRUSHES error, which is odd because I keep seeing that the maximum brush count should be 65,000~ and I only have 35,000 brushes in my map.
I’m trying to think of ways to circumvent any weird “maximum whatever” issues, as my map is huge. Any ideas?
I had the idea of “enameling” levels done in my “razztazz” style before with RTMG1 where I’d put a “bot do not enter” brush over the whole floor, so the bspc process would only see one big floor brush, and not 8 billion little tiles. It worked there, and I’m hoping I don’t have to do that again, so I’m looking for fresh ideas on how to go about forcing bspc to handle my level.
Thanks
*edit, interesting point of note, I’ve heard conflicting things about how “donotenter” and “botclip” textures work, but I’ve tried covering most of the map in this just to see if bspc would work under the drastically reduced workload, but…it seems like those brushes aren’t telling bspc to omit any brushes from its workload, what gives? it keeps trying to process the entire level even though i’ve covered virtually everything in “do not compile this” texture.