Source SDK

Source SDK

Quinap Mar 15, 2015 @ 12:16am
Hammer Problem: Compiling Max Brush Error
I'm making a minecraft TTT map and want to test it so far, while I got the usual max brush error



materialPath: E:\Games\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading E:\Kevin\Desktop\GMOD5.vmf
material "minecraft_original/water_animation" not found.
Material not found!: MINECRAFT_ORIGINAL/WATER_ANIMATION
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "minecraft_original/lava_animation" not found.
Material not found!: MINECRAFT_ORIGINAL/LAVA_ANIMATION
Brush 20337: nummapbrushes == MAX_MAP_BRUSHES
Side 5
Texture: MINECRAFT_ORIGINAL/VINES



8 threads
reading e:\kevin\desktop\GMOD5.bsp
Error opening e:\kevin\desktop\GMOD5.bsp


[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\kevin\desktop\GMOD5.bsp
Error opening e:\kevin\desktop\GMOD5.bsp


From what I understand from this I have too many blocks on my map. But it definitely isn't as big as some maps I know of, here is a screenshot. Any fixes?
http://prntscr.com/6gz9y9

Info: Made in mc, transferred with sourcecraft, edited in hammer.


I have had enough fiddling around seeing as I know ♥♥♥♥ so I will just dropbox it and if anyone knows how to and would kindly fix it that would be great.

The preferred version
https://www.dropbox.com/s/dzm4bu6d5b3mjpp/Preferred.vmf?dl=0
If that's just too much then this one.
https://www.dropbox.com/s/mle3i8mvbywgh1b/Cropped.vmf?dl=0
Last edited by Quinap; Mar 20, 2015 @ 6:30am
< >
Showing 1-11 of 11 comments
Rectus Mar 15, 2015 @ 2:22am 
You have too many individual blocks on the map. Source is not designed to handle a lot of cubes the way Minecraft is, so having every cube be an indivdual brush doesn't work too well.

To make it work, you need to replace any continous stretches of cubes with single brushes, and make protruding cubes into func_details. Also, it's very stronly reccomented to set up the skybox like this[www.optimization.interlopers.net], instead of having it surround the entire map.
Quinap Mar 15, 2015 @ 2:27am 
Originally posted by Rectus:
You have too many individual blocks on the map. Source is not designed to handle a lot of cubes the way Minecraft is, so having every cube be an indivdual brush doesn't work too well.

To make it work, you need to replace any continous stretches of cubes with single brushes, and make protruding cubes into func_details. Also, it's very stronly reccomented to set up the skybox like this[www.optimization.interlopers.net], instead of having it surround the entire map.
Alright fixing the skybox as we speak. In regards to the cubes, is there a way to make irregular shapes into 1 brush or just straight shapes?
Rectus Mar 15, 2015 @ 2:29am 
Originally posted by Quinap:
Alright fixing the skybox as we speak. In regards to the cubes, is there a way to make irregular shapes into 1 brush or just straight shapes?

The brushes have to be convex, so in the case of Minecraft blocks only straight shapes will work.
Quinap Mar 15, 2015 @ 3:03am 
Originally posted by Rectus:
Originally posted by Quinap:
Alright fixing the skybox as we speak. In regards to the cubes, is there a way to make irregular shapes into 1 brush or just straight shapes?

The brushes have to be convex, so in the case of Minecraft blocks only straight shapes will work.
hmm, I've done a bit but I don't think its gonna cut it, I tried using proper once but couldn't figure it out with minecraft stuff. any other ideas. (If anyone else has ideas it would be appreciated)
Wazanator Mar 15, 2015 @ 10:55am 
Yeah no you are going to need to change as many of those into longer stretches of brush. It will still look exactly the same you just need to reduce that brush count as much as possible.
Quinap Mar 16, 2015 @ 5:48am 
Alright and after that what should I do, seems like it will still be too many. I heard about changing brushes into models but I haven't found a way to do it with minecraft blocks and I don't know if it is the best strategy
Wazanator Mar 16, 2015 @ 1:29pm 
Keep in mind you don't have to have brushes/faces in places players won't see. You shouldn't need to change them into a model when you have brush limit of 8192.
Last edited by Wazanator; Mar 16, 2015 @ 1:30pm
Quinap Mar 20, 2015 @ 6:29am 
Alright I have removed so much dirt/stone from under the map but sadly its still to much. I then try and cut out unwanted land but then when I compile it increases to a bigger number.
Brush 9370: nummapbrushes == MAX_MAP_BRUSHES
Brush 10080: nummapbrushes == MAX_MAP_BRUSHES

I have had enough fiddling around seeing as I know ♥♥♥♥ so I will just dropbox it and if anyone knows how to and would kindly fix it that would be great.

The preferred version
https://www.dropbox.com/s/dzm4bu6d5b3mjpp/Preferred.vmf?dl=0
If that's just too much then this one.
https://www.dropbox.com/s/mle3i8mvbywgh1b/Cropped.vmf?dl=0
CS_ Mar 20, 2015 @ 9:39am 
After having a quick look at this my honest advice would be to start again. The amount of time someone would need to invest in this to make it workable (never mind optimised) it so large that the only person who would probably be willing to invest said time is you.

Start a new map and copy across sections of your old map one at a time and optimise as you go. There are lots of resources to learn about optimisation, such as interlopers[www.optimization.interlopers.net], the VDC and THW[www.tophattwaffle.com].

In essence, take what you've learned about optimisation and the limits of the source engine and create a new, better version of your map.
Last edited by CS_; Mar 20, 2015 @ 9:41am
Wazanator Mar 20, 2015 @ 11:42am 
I'm going to agree with CS_ I think you've done as much as you can without having to cut sections of the map out.

Though some things could probably be converted to models and look okay. If you are going to go that route try Blender, it's free and exports nicely to Source.
Quinap Mar 21, 2015 @ 3:36am 
Ok I understand what is wrong with it now and i'm restarting, what advice to you have for my retry? Make it flatter, make a smaller map, less variety in blocks? Any help would be greatly appreciated.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Mar 15, 2015 @ 12:16am
Posts: 11