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.aas creation problems

Posted: Fri Jun 02, 2006 10:17 pm
by Magnus
When I try to create the .aas for my latest map it goes through a bunch of repeating lines with ever higher number values that look like this:

Entity 0, Brush 0001: duplicate plane
Entity 0, Brush 0002: duplicate plane

and so on then it ends with this:

Entity 0, Brush 28838: duplicate plane
ERROR: MAX_MAPFILE_PLANES
Closed log bspc.log

I ran the brush cleanup tool and get 0 duplicate planes removed as though there are no duplicate planes and I don't get any problems when I bsp the map in GTKRadiant.

Is there a way to increase the mapfile planes allowed? Or is there some other solution that will enable me to create an .aas for my map?

Thanks for any help.

Posted: Fri Jun 02, 2006 10:28 pm
by Scourge
It has to do with large numbers of models or patches. Look in this thread. Second post from bottom on page one.

http://www.quake3world.com/forum/viewtopic.php?t=2418

Posted: Fri Jun 02, 2006 10:32 pm
by obsidian
Also, wrong forum. Could someone move this to LEM please?

Posted: Fri Jun 02, 2006 10:33 pm
by Scourge
I would, but alas, I am powerless here. :tear:

Posted: Fri Jun 02, 2006 11:23 pm
by axbaby
moved to LE from T&T

Posted: Sat Jun 03, 2006 12:03 am
by Magnus
axbaby wrote:moved to LE from T&T
Thanks. Sorry I thought I was in T&T..... :paranoid: Oops!

Posted: Sat Jun 03, 2006 12:25 am
by Magnus
Thanks scourge.

After reading that I bet it has something to do with the fact that I used Easygen to create my terrain.

I immagine where the terrain is made out of all of those triangle shaped brushes it is counting all 5 sides of each triangle brush as a plane even though they are made of caulk except the top side wich is the painted terrain.

So the bspc program needs to be updated to permit and deal with way more planes as the thread you pointed me to suggested.

Well I was just trying to create a large terrain map simmilar in play to distant screams from Q3:TA. If you remember it had major problems that id never planned to fix.
The map gets great frame rates no matter where you are in the map so I guess I could put it out as a map for online team use considering it is a ctf anyway.
I could just go back in and add the "one flag" "harvester" and "overload" entities.

Posted: Sat Jun 03, 2006 1:17 am
by Scourge
No problem. :)

Posted: Sat Jun 03, 2006 10:52 pm
by obsidian
-meta and -forcesidesvisible?

Posted: Thu Jun 22, 2006 3:27 am
by Magnus
obsidian wrote:-meta and -forcesidesvisible?
I tried -forcesidesvisible (e.g. bspc -forcesidesvisible -bsp2aas q3mmctf4.bsp), but I have never used -meta. is meta explained in the list of command modifiers displayed if I enter bspc then hit enter?

If not what is the function of -meta in the .ass compile?

Thanks everyone.

Posted: Thu Jun 22, 2006 9:24 am
by Shallow
There isn't one... obsidian was checking that you'd remembered the -forcesidesvisible for BSPC to go with the -meta on your map's BSP stage.

How many brushes are in this terrain and how big are the tesselations? Q3:TA used chunky 256 unit sections for a reason! Also, I'm hoping that you didn't use Easygen's "thin mesh" option, that will really screw BSPC's chances. It will bloat your BSP size as well.

Posted: Thu Jun 22, 2006 3:22 pm
by obsidian
You should always compile your BSP with -meta. Then when you compile your AAS, you must use -forcesidesvisible.


BTW, worst case scenerio (try to fix existing problem first, but if all else fails....), you can create a simplified map to generate an AAS, then re-attach it to your normal map. Probably a lot more work, but for certain maps (Sock's Pyramid of the Magician comes to mind) it's the only way to get the AAS to work.

-fixaas is the switch (but last resort option).