Can there be too many brushes?

Any aspects of level design for the Source engine.

Can there be too many brushes?

Postby Zaughi on Wed Dec 18, 2013 6:15 pm

Okay, I was compiling a new build of my map, and it fails to do so. Here is the compile log:

Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad.vmf"

Valve Software - vbsp.exe (Sep 20 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 244912: MAX_MAP_PLANES
Side 1
Texture: DEV/DEV_COMBINEMONITOR_3


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad"

Valve Software - vvis.exe (Sep 20 2013)
4 threads
reading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
reading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.prt
LoadPortals: couldn't read c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad"

Valve Software - vrad.exe SSE (Sep 20 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (8.52 seconds)
15908 faces
6 degenerate faces
2924453 square feet [421121216.00 square inches]
3 Displacements
5866 Square Feet [844800.00 Square Inches]
129 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (74)
Build Patch/Sample Hash Table(s).....Done<0.0616 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (20)
FinalLightFace Done
47 of 65 (72% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (70)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 124/1024 5952/49152 (12.1%)
brushes 3705/8192 44460/98304 (45.2%)
brushsides 46603/65536 372824/524288 (71.1%)
planes 53022/65536 1060440/1310720 (80.9%) VERY FULL!
vertexes 32201/65536 386412/786432 (49.1%)
nodes 9873/65536 315936/2097152 (15.1%)
texinfos 5564/12288 400608/884736 (45.3%)
texdata 1257/2048 40224/65536 (61.4%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 243/0 4860/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 14856/0 14856/0 ( 0.0%)
faces 15908/65536 890848/3670016 (24.3%)
hdr faces 15908/65536 890848/3670016 (24.3%)
origfaces 9999/65536 559944/3670016 (15.3%)
leaves 9998/65536 319936/2097152 (15.3%)
leaffaces 22505/65536 45010/131072 (34.3%)
leafbrushes 10177/65536 20354/131072 (15.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 104077/512000 416308/2048000 (20.3%)
edges 70617/256000 282468/1024000 (27.6%)
LDR worldlights 129/8192 11352/720896 ( 1.6%)
HDR worldlights 129/8192 11352/720896 ( 1.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 250/1024 4000/16384 (24.4%)
overlays 62/512 21824/180224 (12.1%)
LDR lightdata [variable] 7018784/0 ( 0.0%)
HDR lightdata [variable] 7018784/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 220763/393216 (56.1%)
LDR ambient table 9998/65536 39992/262144 (15.3%)
HDR ambient table 9998/65536 39992/262144 (15.3%)
LDR leaf ambient 24563/65536 687764/1835008 (37.5%)
HDR leaf ambient 23916/65536 669648/1835008 (36.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/48692 ( 0.0%)
pakfile [variable] 27060974/0 ( 0.0%)
physics [variable] 1414164/4194304 (33.7%)
physics terrain [variable] 203/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 32099
Writing c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
2 minutes, 54 seconds elapsed
Valve Software - vrad.exe SSE (Sep 20 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (8.56 seconds)
15908 faces
6 degenerate faces
2924453 square feet [421121216.00 square inches]
3 Displacements
5866 Square Feet [844800.00 Square Inches]
129 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (75)
Build Patch/Sample Hash Table(s).....Done<0.0896 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (29)
FinalLightFace Done
55 of 65 (84% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (132)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 124/1024 5952/49152 (12.1%)
brushes 3705/8192 44460/98304 (45.2%)
brushsides 46603/65536 372824/524288 (71.1%)
planes 53022/65536 1060440/1310720 (80.9%) VERY FULL!
vertexes 32201/65536 386412/786432 (49.1%)
nodes 9873/65536 315936/2097152 (15.1%)
texinfos 5564/12288 400608/884736 (45.3%)
texdata 1257/2048 40224/65536 (61.4%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 243/0 4860/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 14856/0 14856/0 ( 0.0%)
faces 15908/65536 890848/3670016 (24.3%)
hdr faces 15908/65536 890848/3670016 (24.3%)
origfaces 9999/65536 559944/3670016 (15.3%)
leaves 9998/65536 319936/2097152 (15.3%)
leaffaces 22505/65536 45010/131072 (34.3%)
leafbrushes 10177/65536 20354/131072 (15.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 104077/512000 416308/2048000 (20.3%)
edges 70617/256000 282468/1024000 (27.6%)
LDR worldlights 129/8192 11352/720896 ( 1.6%)
HDR worldlights 129/8192 11352/720896 ( 1.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 250/1024 4000/16384 (24.4%)
overlays 62/512 21824/180224 (12.1%)
LDR lightdata [variable] 7018784/0 ( 0.0%)
HDR lightdata [variable] 7018784/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 220763/393216 (56.1%)
LDR ambient table 9998/65536 39992/262144 (15.3%)
HDR ambient table 9998/65536 39992/262144 (15.3%)
LDR leaf ambient 24563/65536 687764/1835008 (37.5%)
HDR leaf ambient 23916/65536 669648/1835008 (36.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/48692 ( 0.0%)
pakfile [variable] 27060974/0 ( 0.0%)
physics [variable] 1414164/4194304 (33.7%)
physics terrain [variable] 203/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 32099
Writing c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
4 minutes, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\RP_Birkutgrad.bsp"

Can there really be too many brushes in a map? I've seen maps far larger and more complex than mine, which is basically a bunch of HL2 maps slapped together.
Zaughi
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Re: Can there be too many brushes?

Postby LordDz on Wed Dec 18, 2013 7:30 pm

Yes.
There can also be too many entities, npcs, etc..
http://www.interlopers.net/errors/
Gives this
Code: Select all
brush 244912: max_map_planes side 1 texture: dev/dev_combinemonitor_3

Maximum:
65536

Description:
Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit.

Solution:
Reduce the amount of brushsides, for instance by simplifying existing brushes or removing some of them. Perhaps you can turn a couple of them into models?
There is nothing wrong with the mentioned brush, it is the TOTAL amount of brushsides that is your problem
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Re: Can there be too many brushes?

Postby Mehis on Wed Dec 18, 2013 8:43 pm

Have you tried to go to brush number 244912? It seems to be the cause. Delete it and see what happens when you compile BSP only. If it still throws the same error then you might have too many brush sides. This means you'll have to delete some brushes.
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Re: Can there be too many brushes?

Postby LordDz on Wed Dec 18, 2013 8:51 pm

Yes, is the brush with the dev/dev_combinemonitor_3 textured with that texture on all sides? That could be a problem. It should be nodrawed/invisible with only one face set to that texture.
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Re: Can there be too many brushes?

Postby Zaughi on Thu Dec 19, 2013 12:09 am

Aw, and I was just getting STARTED on my map. I'll give removing the monitor brush a shot.
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Re: Can there be too many brushes?

Postby Armageddon on Thu Dec 19, 2013 4:57 am

How can you have 244912 brushes and only just be starting?
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Re: Can there be too many brushes?

Postby Zaughi on Thu Dec 19, 2013 1:42 pm

Most of it is copy/pasted prefabs made from HL2 maps. I've got a lot more prefabs to paste onto it. Also, deleting the brush didn't seem to work. I can provide the .vmf if needed.
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Re: Can there be too many brushes?

Postby Sathor on Thu Dec 19, 2013 6:37 pm

The brush ID doesn't indicate the current amount of brushes. Can you check how many brushes you got in the map? Just tell us what map information tells you.
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Re: Can there be too many brushes?

Postby Zaughi on Thu Dec 19, 2013 7:18 pm

I've got:
5204 solids
31675 faces
1826 point entities
2057 solid entities.
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Re: Can there be too many brushes?

Postby Sathor on Thu Dec 19, 2013 10:24 pm

The solid amount is the total number of brushes and it high, but fine. The problem will be a bad brush.
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Re: Can there be too many brushes?

Postby Zaughi on Thu Dec 19, 2013 10:55 pm

How might I find said brush?
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Re: Can there be too many brushes?

Postby Sathor on Thu Dec 19, 2013 10:59 pm

There is a function that allows focusing on a specific brush number. Cant tell you where. Probably in Edit.
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Re: Can there be too many brushes?

Postby Zaughi on Thu Dec 19, 2013 11:07 pm

I meant, how am I to know which brush(es) are causing errors?
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Re: Can there be too many brushes?

Postby Sathor on Fri Dec 20, 2013 11:07 am

Brush 244912: MAX_MAP_PLANES


As others had said, it might just be that your 5000 brushes create too many brushsides. So basically, you don't have too many brushes, they just create to many sides.
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Re: Can there be too many brushes?

Postby Zaughi on Fri Dec 20, 2013 2:14 pm

I deleted a few brushes, and suddenly the problem disappeared. Now I've got a few more errors lying about, but I'm sure I can fix those without too much trouble. Thanks guys!

EDIT:
Or not... It seems I've weeded out all the errors, except one. I'm not sure what it is.

Compile Log:

(Testing something new, I'll post the log if it doesn't work)
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