item cache limit problem


josh_u[RR]
03-21-2005, 07:54 PM
WARNING: failed to locate sequence file dod_breakout_b2

GAME SKILL LEVEL:1
Executing listen server config file
Last 32 messages parsed.
0 0000 svc_bad
0 0000 svc_bad
BAD: -1:svc_bad
Wrote erroneous message to buffer.dat
Host_Error: PF_precache_model_I: Model 'sprites/mapsprites/caparea.spr' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

ok, obviously I need to reduce the number of models but anyone know how this 512 limit is calculated? I have no where near 512 models. and what is a brush model?

haircut
03-22-2005, 02:22 AM
An entity based brush is a brush model.

One thing you can try is to tie several func_wall/func_illusionary together as one entity. Do this to close by objects, for example:

A bunch of boxes next to each other.
A hedge row made from several brushes.

Remember though, all brushes tied together will be seen. That’s why you only do it to close by objects and not objects on different parts of the map.

hope this helps.

josh_u[RR]
03-22-2005, 09:45 AM
it does, thanks.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.