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?

Mojo
05-21-2003, 07:36 AM
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

05-21-2003, 07:43 AM
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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