Two More Pictures
#8564 posted by skacky on 2012/06/24 00:42:21
I've added this little area this afternoon. It's actually the starting area. My map has more than 7,500 brushes no I may need to scrap some ideas and carry them other to another level. I haven't even made the silver and gold key areas yet.
I've also changed my image hoster since imgur blurs my pictures for no reason and they look like ass.
http://uppix.net/1/e/2/6162d433fd88317f079225969d3a0.jpg
http://uppix.net/c/6/6/f56a4e56184b90d4d838889a3af4b.jpg
#8565 posted by necros on 2012/06/24 01:15:36
brushes aren't really a measure of how close to the limits you are. check out the stuff that qbsp outputs right after compiling (or use bspinfo on a finished .bsp file).
18087 planes 361740
65325 vertexes 783900
29085 nodes 698040
1743 texinfo 69720
56641 faces 1132820
58573 clipnodes 468584
15487 leafs 433636
64691 marksurfaces 129382
236371 surfedges 945484
127066 edges 508264
447 models 28608
96 textures 2493028
lightdata 1639628
visdata 863654
entdata 193675
vertices, clipnodes, faces and marksurfaces are usually the ones to max out first, but sometimes nodes can too. it depends on how you map.
in most (all?) modern engines like fitzquake, the limit for vertices, clipnodes, faces and marksurfaces is 65536.
limit for nodes is 32768.
these limits are actually a limitation of the .bsp format. to go beyond them, you'd need to use bsp2 format, but only the rmq engine can read those atm. (maybe directq as well?)
#8566 posted by metlslime on 2012/06/24 05:32:16
limit for nodes is actually: nodes + leafs together must be less than 65536. (in some/most high limits engines)
#8567 posted by skacky on 2012/06/25 10:13:34
Thanks for the info guys. I'm used to Source and its brush limits so I've been quite careful with the complexity of my brushwork since the level is quite big and has a lot of detail.
It compiles well for the moment and I've only reached the node limit because of a leak, so I guess I'm good for the moment as long as I don't make it twice as big.
#8568 posted by necros on 2012/06/25 20:03:18
sealing the leak will usually net you a lot more room to expand a map because the compiler can remove all the extra faces outside of the map which lowers all the counts (verts, nodes, etc...) quite a bit.
also, hl2 has an explicit limit on the number of brushes??
#8569 posted by skacky on 2012/06/25 20:25:36
Yeah there's a certain threshold with HL2 you absolutely cannot go past, otherwise you'll get the awesome MAX_MAP_BRUSHES error in your compile window. The limit is something like 8,192 as far as I remember. This happened to me a couple of times, and there's also the t-junction limit that's pretty annoying when your map is full of func_detail.
As far as I remember displacement surfaces are counted as brushes with HL2 but I might be wrong on that one, I haven't used those in a long time.
#8570 posted by necros on 2012/06/25 20:29:12
I always wondered why hl2 maps tended to be so small, I just figured it was to speed up loading time. I wonder why valve put in an artificial brush limit like that. Did the old id tools have a brush limit?
As far as I know, modern qbsp will accept any number of brushes, it will only halt when you go over a bsp format limit which would not be able to be loaded into an engine anyway.
#8571 posted by skacky on 2012/06/25 20:39:47
I don't know about the old id tools, but I do know that GoldSrc's tools had a similar limit, but 90% of the time you reached the MAX_MAP_CLIPNODES thing before hitting the brush limit anyway, if it wasn't the dreaded Allocblock:full madness that made me ragequit GoldSrc level design at that time.
It's great to hear modern Qbsp can handle a lot of brushes.
#8572 posted by necros on 2012/06/25 22:25:57
clipnodes are one of the few things that you can reduce without impacting the map too much simply by filling in (or covering up) bits of the map that the player can't reach with clip brushes.
inset lights, unreachable terrain and such.
that said, i've rarely hit max clipnodes before hitting other things like max vertices.
if you do find yourself getting errors, http://user.tninet.se/~xir870k/tooltips.txt is a great resource for figuring out what is causing them.
More Screenshots!
#8573 posted by Tronyn on 2012/06/28 08:40:59
someone post more screenshots!
I would but any screenshots I might post are from a map that's (hopefully) almost done anyway.
We Want More
#8574 posted by madfox on 2012/06/28 15:38:03
tonynfish...
my maps as well are hopefully.
my coiling waterfall goes well.
http://members.home.nl/gimli/fall01.jpg
then my mr big got too big.
http://members.home.nl/gimli/big00.jpg
my torment is almost done.
http://members.home.nl/gimli/tor00.jpg
bleh!
Sweet!
#8575 posted by Tronyn on 2012/06/28 16:34:37
shot 2: his ambient sound needs to be FEE FIE FO FUM, and trigger the earthquake effect when he walks!
It'll be interesting checking out all this new stuff, looks like way way more new stuff than your last release.
Random Stuff...
#8576 posted by necros on 2012/06/28 20:36:48
#8578 posted by quakis on 2012/06/28 23:50:35
Third screenshot from Madfox gives me vibes of Descent 3, something with the lighting and layout.
Compiling At Present
#8579 posted by Mike Woodham on 2012/06/28 23:52:46
#8580 posted by necros on 2012/06/29 00:14:50
o sh--
O_O
Hehe
#8581 posted by DaZ on 2012/06/29 01:10:53
Mike, screw your babies, have my babies ;) Those shots look fantastic, looking forward to playing it!
Pixel Pimping
#8582 posted by sock on 2012/06/29 01:22:54
it seems today is the day for pixel pimping!
http://www.simonoc.com/images/design/sp/its4.jpg
(large image 1.5Mb)
Seriously
#8583 posted by necros on 2012/06/29 01:24:24
this has to be the best damn year for quake.
#8584 posted by quakis on 2012/06/29 02:35:59
Was messing with TROR in an old, unreleased Duke mod of mine recently. Wish this Eduke feature came years sooner when I actually required it the most. :(
Screenshot~
#8585 posted by necros on 2012/06/29 03:04:28
The balcony portion? Is that made out of sprites?
#8586 posted by necros on 2012/06/29 03:56:33
oic, tror = true room over room, so that is proper geometry then. i'm surprised it took so long to do... it was the main reason I went for quake mapping over door/duke3d. :P
#8587 posted by necros on 2012/06/29 03:56:51
uh, heh door = doom, but that's pretty obvious.
Haha!
#8588 posted by Tronyn on 2012/06/29 04:03:18
I remember using sprites and sector over sector (which wasn't necessarily over, and could be in exactly the same place just entered from different angles iirc) in duke3d! the entire engine was hax!
nice and tidy looking shots. And thanks everyone for all the great-looking Quake stuff. It's indeed shaping up to be a great year.
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