MAX_MAP_BRUSHES with .ase models

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MAX_MAP_BRUSHES with .ase models

Postby Clueless Newbie » Wed Sep 03, 2008 8:40 am

I'm working on a map made mainly with .ase models. So far, everything the player sees is an .ase model. The brushes are just caulks and a bounding box for the whole thing.

The .ases had to be compiled at 4 or 6 subdivisions (necessary to make the edges fit together).

But when I compile the map, I get the MAX_MAP_BRUSHES error. Is there a way to avoid this error other than by increasing the subdivision sizes of the .ases?
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Postby Rad Ished » Wed Sep 03, 2008 8:30 pm

How spooky , i had this error today also , then i googled it and ended up here :o
Hi clueless :D
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Postby sev » Thu Sep 04, 2008 6:29 am

Are you using autoclipping (spawnflags 2 or 6)?
I'm not sure, but the clips could be regarded as brushes, and with very complicated models you would get a LOT of them.
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Postby Clueless Newbie » Thu Sep 04, 2008 6:53 am

Rad Ished wrote:How spooky , i had this error today also , then i googled it and ended up here :o

That's actually a very bad sign.. B/
Hi clueless :D

Hello. B)
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Postby Clueless Newbie » Thu Sep 04, 2008 6:55 am

sev wrote:Are you using autoclipping (spawnflags 2 or 6)?
I'm not sure, but the clips could be regarded as brushes, and with very complicated models you would get a LOT of them.

Yes; spawnflags 6. I was under the impression I would have to do that to make .ase models solid. They're useless to me otherwise.
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Postby sev » Thu Sep 04, 2008 9:26 am

Clueless Newbie wrote:Yes; spawnflags 6. I was under the impression I would have to do that to make .ase models solid. They're useless to me otherwise.


With smaller or complicated stuff, it often works to just put simple brushes with (player or weapon) clips over the model (and keep the model non-solid of course).
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Postby Clueless Newbie » Sat Sep 06, 2008 9:26 am

sev wrote:With smaller or complicated stuff, it often works to just put simple brushes with (player or weapon) clips over the model (and keep the model non-solid of course).

Yeah. I definitely plan on using .ases for lamps and trees and stuff like that. However, I was trying to make a level that was made entirely of .ase units — curved corridor section, straight section, etc. That doesn't work, for various reasons. Still, now I know how to make .ases. B)
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Postby tZork » Sat Sep 06, 2008 9:52 am

All i can come to think of is that the clipped geometry is actually to complicated by q3map2's standard. One possible solution would be to make a much less dense mesh, part of the same model textures with a invisible, autoclipped shader. and let the "main mesh" be non autoclipped. Not sure if it would help, but perhaps worth trying.
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Postby Taiyo.uk » Sat Sep 06, 2008 10:21 am

Autoclipping essentially makes a clip brush for every face in the model. It's usually a good idea to leave the model non-clipped and manually create clip brushes to avoid excessive brushcounts. Also, depending on the model geometry, autoclipping can cause "nuisance clipping" such as sticky movement and places where players can become trapped.
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