func_wall func_illusion
Cracker
05-21-2003, 02:22 AM
Is there a limit to the number of func_wall func_illusionary brushes you can use? If there is can you override the max number? I have alot of models and func_walls in my map this is the first time I've ever had this problem. When I first spawn I can't see some of the hedges on the wall, then I'll break some windows and they'll appear. Any idea what is causing that?
most likely being able to see too many func brushes at once I think.
The limit for point ents is about 200 or so
The limit for brush ents is about 450
The max number of ALL entities is 2048. this even includes models from func_breakables.
breakables, sparks and stuff are limited to 500
point based entities like lights are limited to 1024
brush based entities like func_wall is limited to 400
these numbers can vary as they can be changed by mod coders.
for the number freaks:
MAX_MAP_HULLS 4
MAX_MAP_MODELS 400
MAX_MAP_BRUSHES 4096/ 8192+
MAX_MAP_ENTITIES 1024/ 2048
MAX_ENGINE_ENTITIES 1024
MAX_MAP_ENTSTRING (128*1024)
MAX_MAP_PLANES 32767
MAX_MAP_NODES 32767
MAX_MAP_CLIPNODES 32767
MAX_MAP_LEAFS 8192
MAX_MAP_VERTS 65535
MAX_MAP_FACES 65535
tommy14
05-21-2003, 02:05 PM
to reduce your problem, try to combine entitys IN THE SAME ROOM into one.
FYI:
MAX_MAP_HULLS 4 <-DoD only uses 3...
MAX_MAP_MODELS 400 <-brush entities in level. more than one brush possible per entity. NOT MODELS, misnomer.
MAX_MAP_ENTITIES 1024/ 2048 <-old info, merle's allow 2048, IIRC. note that unnamed fixed lights may not be counted. also leave space for temp models, sprites & gibs from breakables if you are near 2048. the engine likes to reserve up to 500 temp entitys for such.
MAX_ENGINE_ENTITIES 1024 <- switchable lights mainly, but anything with a STYLE property.
MAX_MAP_ENTSTRING (128*1024) <-entity names & in game text limit.
MAX_MAP_PLANES 32767 <-cagey's compiler lets you go little higher now.
Cracker
05-21-2003, 04:22 PM
Yes that is a good idea, I'll combine some of my window entities into one, and that should solve the problem. Thanks for the replys.
Craftos
05-21-2003, 04:41 PM
Originally posted by tommy14
to reduce your problem, try to combine entitys IN THE SAME ROOM into one.Errrm, how to do this in Hammer ? (I assume you are not talking about making models from them). I thought that 1 convex brush makes 1 entity brush. :confused:
MAX_MAP_MODELS 400 <-brush entities in level. more than one brush possible per entity. NOT MODELS, misnomer.
So 400 = max brush based entities, like func_wall ?
Models are counted here too?
Invisible things (like model clips) go here also ?
Craftos
05-24-2003, 02:31 AM
Tommy ? :) ^^^
tommy14
05-24-2003, 05:07 PM
patience grasshopper, some of us have lives..... :D
to combine a bunc of func walls in the same room:
1. take each, return to world. this will stop empty entity problems later.....
2. click on one brush, then hold the <shift> (or is it CNTL, i do it so auto i don't remember?) key and click on the others. they should all be highlighted. now tie to entity the whole bunch into one func wall.
3. forgot a brush? select it, then add the func group and tie to entity - the same one.
this way you can make all the sofas and wall paintings in a room into one func wall.
as for MAX_MAP_MODELS, it is ONLY brush entitys. no models - that is a misnomer.
models come under MAX_MAP_ENTITIES limit, along with ambients, sprites, trains, elevators, func water and breakables. go figure.
remember the SIZE of the model required in mem also comes into play - there is/was (things change so between DoD versions) a limit of about 1/2 meg for all stuff that was precached, like models, wavs, sprites. and some of that is for players, guns & battlesprites. so if you put in a looong wav or a HUGE model with a lot of RAM, less precache is left for everything else.....
Craftos
05-25-2003, 05:32 AM
Thanks tommy :)
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