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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Brush limit
jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Feb. 22, 2009 11:01 am
What's the maximum amount of brushes that you can use in CoD:WaW and CoD:MW?

I'm not sure myself, I recently managed to compile a 12.000 brush map (which took 13 hours).

So basicly what's the limit on structural, detail and non-colliding stuff?

Hopefully not less then 30.000

edited on Feb. 22, 2009 06:03 am by jeannotvb
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Feb. 22, 2009 11:48 am
I regularly hit around 9000 brushes on Multiplayer/zombie sized maps.

I don't tend to pay attention to the brush count of the whole map very often but am always concerned when one portal cell is beginning to get a lot of brushes. (one of my maps has 768 brushes in one room!)

I wouldn't be surprised if there was an overall limit, at least a limit on the content of each portal cell anyway.

If you get to 30.000 brushes and it still works then that's excellent, but I would think most people rarely even hit 8000.
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Feb. 22, 2009 01:00 pm
This is a singleplayer map, I usually hit around 10.000 brushes with full detail but it seems to run fine thanks to my superior optimization skills. [casanova]

Anyway I think i'll need about ~18.000 brushes depending on the decals, i'll run a test to see if compiles, compiling 6000 brushes as structural didn't work (ERROR: MAX_MAP_NODES) so that limit is probably around 5000 - luckily structural brushes are barely used (in my map that is)

edited on Feb. 22, 2009 08:01 am by jeannotvb
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
[view latest posts]
Level 6
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Feb. 22, 2009 01:11 pm
I managed to compile 23.462 brushes, they were formed in a cube though so the lighting only took 2 second, as for structural it worked but with more advanced lighting on every single brush there might be problems. But it is possible to do maps with ~23.000 brushes - not that there's many people who need that. [lol]
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RAMIDUS
General Member
Since: Aug 24, 2006
Posts: 91
Last: Nov 17, 2011
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Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Oct. 22, 2009 06:12 pm
attachment: image(101.0Kb) image(180.1Kb) image(211.7Kb)
I had even 32000 brushes in my map, it worked well until 15000 (all in one cell) but then, whatever I did, it didn't compile - I divided it into cells, didn't work, I deleted large coal belt conveyor (about 10000 brushes), it didn't work, when I decreased the amount of brushes to 15000 again, it compiled, but in the game, the worldspawn was leaked and all was lighted red. so I only mapped and didn't compile, but once I had lust for seeing my work in action, so I tried to compile the 24.7 MB mapfile...no chance ... Now, I have a map of about 50000 brushes, divided into 3 files, that can be merged instantly... if you have those superior optimization skills, maybe you could halp me a bit... the problem is that I'm making the factory (Stalingrad's Red October factory (Krasnyj Oktiabr) ) and there are quite high factory buildings, water tower, gas holder (not finished) and other stuff, put onto simple ground with a lot of space between each other - as I said before, I tried portalling (thought they say WW does the portalling automatically), but nothing works...
thanks both for written or manual help
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