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Old 08-11-2012, 08:27 PM   #1
bloodytoaster
 
 
 
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Error when compiling

Sorry if this is pretty ambiguous, but here is the error I'm getting when compiling my map. This happens when vbsp.exe is run.
Code:
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 13541: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: SOHO/STREETFLOOR001
Is there any way I can find 'Brush 13541' so that I can fix it or delete it? I used the problem checker (alt+p) and found no errors, I don't believe there are any leaks, please help?
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Old 08-11-2012, 09:09 PM   #2
bloodytoaster
 
 
 
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My friend told me to go into the .vmf with notepad++ and navigate to the brush with that number, I did, deleted the solid that it was in, and was able to open the map up in hammer. I tried compiling again, and it said the same exact error except with a different number, I repeated the process, same thing, different number. I repeated this twice, I don't think I'm getting anywhere.

Some other useful information might be what this map is. I run a trade server and have made my own map for it, made by scratch by me. This new map, koth_king, came out and I decided to run it on my server for a little bit, everyone loved it and said I should keep the server on this map forever. So, I proposed making trade_king, which would include secret rooms and the ability for users with noclip to turn on/off the capture point. So, I took koth_king from my gcf, decompiled it with bsp source, and proceeded to make my edits. Upon first attempt at compiling I got this error. I thought maybe it might be the changes I've done so far, so I went to the freshly decompiled map, unchanged, and when I tried to compile that I got the same error. That being said, I'm wondering if this is just a problem with the decompiled file, should I use a different decompiler? Should I try again?

Also, I understand decompiling and changing maps is sometimes frowned upon in the community, but I will make sure to give main credits to 3DNJ somewhere in the map, and say that I did not do most of the work here. I hope I wouldn't upset anyone by making this map edit.
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Old 08-12-2012, 12:18 AM   #3
Z-O-M-B-I-E
 
 
 
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Brush 13541: num_entities == MAX_MAP_ENTITIES
Possibly maximum func_detail entity. Combine many details into one.
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Old 08-12-2012, 02:04 AM   #4
ICantShoot
 
 
 
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There's a command on the menus "Go to brush number". Select that, type in that brush number and that's it.
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Old 08-12-2012, 06:49 AM   #5
Punishment
 
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Quote:
Originally Posted by ICantShoot View Post
There's a command on the menus "Go to brush number". Select that, type in that brush number and that's it.
If one were to do that, it could take hours to go through all of the brushes that are past the limit. It would probably be better to cordon compile the map in order to see approximately how much of the map is extra. After that, it becomes a matter of simplifying brushwork, or turning detail brushes into props with Propper.
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