Flippah on 12/3/2005 at 17:37
Ahh. I hope i will not be slaughtered for making own topic for this.
My problem is that my map is already 5meg's big, and it has only 3rooms and big hallway. I guess that's pretty big and i am in fear that when my map (it still needs many rooms) will be too big after my map is finished(7meg limit?)
So is there any ways to zone map properly to get size smaller or do i use too much brushes or too much static meshes ? Or any else way?
Here is my map for now; (
http://beibe.tnnet.fi/~flippah/Hienoa/wireframe.JPG)
And i was making soon basement and some more rooms but size will be too big? :/
[Edit~David] Please keep in-post images to a max of (
http://www.ttlg.com/forums/regs.htm#images) 640x480.
Thanks.[/Edit]
jtbalogh on 12/3/2005 at 18:22
The limit has not been verified yet. Let us what you find out.
Weasel on 12/3/2005 at 22:09
Your map doens't look like anything crazy yet. You should be fine to keep on building. You're sure it's 3MB?
One thing I noticed is that you're using a lot of additive brushes for small details, though. You should use static meshes for all of that instead, if you can. And get them from the static mesh browser, not the actor browser. The actor browser is for interactive objects.
[NAUC]Chief on 12/3/2005 at 23:05
my map has about the same brushes and dozens of static meshes and it isnt even 400kb so something strange seems to be going on here.
Flippah on 13/3/2005 at 10:42
Quote Posted by Weasel
Your map doens't look like anything crazy yet. You should be fine to keep on building. You're sure it's 3MB?
One thing I noticed is that you're using a lot of additive brushes for small details, though. You should use static meshes for all of that instead, if you can. And get them from the static mesh browser, not the actor browser. The actor browser is for interactive objects.
Yeah, i use alot of brushes for small detail. Maybe its that? I guess i have to get 3dsmax to build my own static meshes, i dont like those meshes what i can use withouth building them first my self :).
Btw. What's the difference between brush and static mesh ? (i mean how/why static mesh are smaller and better to use in maps?)
more edit: What's difference between additive and subtractive brush?
Chuzhoi on 13/3/2005 at 10:50
Quote Posted by Weasel
You should use static meshes for all of that instead, if you can.
I agree.
Yesterday I made a small experiment. I exported a room with 20 columns made from additive brushes to .gmp, and its size was 237 Kb. When I replaced the brushes with similar static meshes, the .gmp size was reduced to 38 Kb.
Chuzhoi on 13/3/2005 at 11:28
Quote Posted by Flippah
What's the difference between brush and static mesh ? (i mean how/why static mesh are smaller and better to use in maps?)
First of all, static meshes are stored separately from the map.
Secondly, there is BSP information stored in so-called BSP tree. The editor calculates this information during rebuilding process. If you use too many brushes (especially one within another), the BSP tree becomes very complex and the file size grows.
OrbWeaver on 13/3/2005 at 11:42
Quote Posted by Chuzhoi
First of all, static meshes are stored separately from the map.
Not only that, but static meshes are trivial to replicate. Your 20 columns in BSP would require BSP data for every surface on every column, whereas with static meshes the mesh would be stored once, and instantiated 20 times (with very little overhead).
ascottk on 13/3/2005 at 16:51
So replacing the brushes on a TI or II converted mission should drastically reduce the map size? The brush columns in the training mission could be replaced with static meshes (for example) as well as using meshes for steps. Theoretically could we have the training mission on one map?