Entities, too many


Faceman
05-12-2003, 08:22 PM
Once I compile my map and run it, I recieve:

"Too many entities in visible packet list"

I recieved this error once I made my ground a func_wall so the models I have that are in the ground would be visible. After doing so, I recieved that error. So I then went back and deleted some of the MDLs I have floating about and I still recieve this error.

I take it, this error is because of the floor being a func_wall? Would that be safe to say? Since I did delete enough entites to cover the amount I changed within the floor. The floor is about 4 pieces maybe 5. I deleted more than 5 MDLs to cover.

Any ideas would be appreciated.

The main reason why I made the floor func_wall was because of an similar error someone was having with models disappearing since the X on the model might be within the floor.

ender
05-12-2003, 08:35 PM
A stab in the dark here...
select drop to floor on the flags section of the env_model properities that you won't need to make the ground a func_wall

I'm not sure why you are getting that error, it sounds like a small map and you certainly couldn't have too many entities already.

Faceman
05-12-2003, 09:00 PM
Even with this many in this small space it was fine until I did that floor thing. I'll try that drop down thing now without the func_wall on the floor.

Thanks

Kamikazi!
05-12-2003, 09:10 PM
Well if the models werent appearing before it means you were under the limit, once you fixed it they appeared? It looks like you got a bunch of ents there. So the error basically speaks for itself.

Faceman
05-12-2003, 09:27 PM
My slight confusion came from the fact that I made the floor func_wall (4 pieces)...encountered the error...deleted more than 4 or so flowers...still had the problem.

I got rid of the func_wall on the floors and used the drop to ground, works no errors now.

I was thinking maybe since I deleted some smaller entities, maybe having a HUGE wall counts more than having a small flower entity. I didn't know. See what I am saying? I tried to make up for it, but that didn't seem to work. Either way, all good now. Now off to figuring out how to get the animations to work on models.

Thanks fellas and Ender, when I stare at your sig it burns into my eyes and I see it when I blink. Something about that shade of red does that to me. I had a blanket like that...who knows why I kept it.

ender
05-12-2003, 10:01 PM
Good to see that helped, looks like your are coming along very nicely as a mapper.

I'm gonna change the color of my sig soon btw, thought the red clashing with the page looked neat before but it's starting to get annoying. :D

Good luck with mapping.

NC17
05-12-2003, 10:09 PM
There is a seperate limit for how many entities are cached at one time then there is for how models you can have in your map

Trail_Duck
05-13-2003, 06:36 AM
Not to prolonge Facemans agony :D , but what is exactly meant by 'drop to floor' ?

I am just working out some stuff you mappers have been doing for ages, because I think some basic knowledge of mapping might come in handy in the near future. Thats because I am both part of HoustonDoD and MapFreaks staff and would like to learn more about mapping.

Maybe I eventually will give it a shot and try to map myself :)
(yeah I know, promises, promises .. :p )

05-13-2003, 01:58 PM
when you made the floor a func_wall it probably caused a leak, but seeing as csg is compied first it reported the entity error not the leak, the leak error was prly causing it to render more models than were there.

Faceman
05-13-2003, 03:14 PM
Originally posted by Trail_Duck
Not to prolonge Facemans agony :D , but what is exactly meant by 'drop to floor' ?

When you right click an object and select properties, on the 2nd tab there is a "drop to floor" button. Clicking this places the model on the surface. Very useful.

@Angry Beaver

That is possible, also possible was that I had alot of hidden models under the floor in which I forgot about (planned on moving them upward later), so maybe by doing so I had ALOT more showing. Either way, I deleted all the MDLs and redid it. Was actually quicker to do that than any other way and I'm 100% done. Now off to filming.

Thanks again everybody.

Trail_Duck
05-13-2003, 03:30 PM
Txs, still have to get to that part :D , was just happy to made a succesfull crater in the floor :p

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