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Posted: Wed Dec 05, 2007 9:27 pm
by bdbodger
The number of entities you have includes temp models created by emitters . Either way you have way too many you are better off if you cut down the number of model you use . Use enough to create the feel you want without going over the top .
Posted: Wed Dec 05, 2007 10:14 pm
by Aquamarin
Hmmm....
Actually i have arround 1700 Entitys in my Mapfile, but i think i would be more if i start the bsp....
Can i grow up the limit of the entitys by using the script?
Like:
for Multiplayer, or is this matter?
For explaine - i had 5 playable level in one map, and 5 others for volontier the scenes. So - i had 80 Spawnpoints, more then 250 lights, and so on...
I gues had to make a new map, bevore i have to change the most parts...
So i hope i find an other way to fix this problem, bevore i shoot myself...
Posted: Thu Dec 06, 2007 7:34 am
by jv_map
Lights, temp models and static models do not take up edicts, so you shouldn't count them as entities as such. Changing maxentities (I believe it is g_maxentities) is only possible before (re)starting the map, so it cannot be done via script other than having the script reload the map. In any way I disadvice against changing g_maxentities (although it works in preventing the no free edict error) as it tends to make the game unstable.
Why do you have so many entities?
Posted: Thu Dec 06, 2007 8:33 am
by Aquamarin
How can i tell you...
The Mapfile has near 9Mb - i make some kind of Campaigne...
My plan was 7 maps, and i have to make a cut to 5, becorse i crashed the borders of the radiant... I work now more then 6 Month on this project, and its heavy for me, to cut more things on it.
How ever - its not easy to explaine - i have fixed a lot of troubles in it ( with a lot of help and skill from BBMD/Cubus ), but now we have reach a point we stand still. Sometimes the map was not compileable, but with some information from this forum it goes everyitime on an on ( THX ).
If you want to take a look on my project, wrote me - i send it to you by ICQ...
Posted: Fri Dec 07, 2007 11:14 pm
by Aquamarin
So! I have kicked a lot of entities, but now i have a new Error by compiling:
ERROR: Max_Original_Edge
ttrude say?s
Prevents compile of the the map caused by too many small brushes with the same size, shape, and texture. It occured in one map that had over 12000 brushes, so it may be just the number of brushes in the map.
SOLUTION: Re-think your "eye candy" brushes. Replace them with larger brushes or a new texture on a single brush.
but i count
Total Brushes: 7829
Total Entities: 1266
Net brush count: 5725
and i CANT compile....
Whats that now?????????
Posted: Sat Dec 08, 2007 12:40 pm
by Aquamarin
So - i delate a lot of brushes, an NOW i can compile.
My count now:
Total Brushes: 7312
Total Entities: 1229
Net brush count: 5397
and i think its hard on the limit!
I hope this information helps perhaps sometimes someone...
Posted: Sat Dec 08, 2007 1:22 pm
by bdbodger
even the game missions where spread over several maps not just one . Its not a good idea to make large maps
Posted: Sat Dec 08, 2007 3:43 pm
by Aquamarin
I think about next time!
But it?s not a "normal" map...
I have prepare myself for another project like this, an my experience now will help me ( maybe )...
You will see by yourself when i anounce the map here....
I hope this moment will come soon...
Posted: Thu May 29, 2008 1:03 pm
by AccadaccA
Here's one I haven't seen here, I've just got it now.
It's still compiling (stuck on the BSP part) and seems to be repeating itself.
----- FilterStructuralBrushesIntoTree -----
WARNING: huge winding
bogus brush after clip
split not on both sides
WARNING: huge winding
bogus brush after clip
bogus brush after clip
split removed brush
bogus brush after clip
split not on both sides
WARNING: huge winding
bogus brush after clip
bogus brush after clip
split removed brush
split not on both sides
1249 structural brushes
4918 cluster references
----- MakeTreePortals -----
WARNING: node without a volume
node has 3 tiny portals
node reference point 667.45 -3502.50 56.00
--- FloodEntities ---
4073 flooded leafs
--- FillOutside ---
3428 solid leafs
471 leafs filled
4073 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
5914 faces
5766 leafs
----- FilterStructuralBrushesIntoTree -----
WARNING: huge winding
WARNING: huge winding
bogus brush after clip
bogus brush after clip
split removed brush
bogus brush after clip
split not on both sides
WARNING: huge winding
bogus brush aft
I do realise that is says "Warning" and not "ERROR" but i'd like to clean it up a little if anyone knows the answer.
Thank you in advance.
edit: It has actually hung on the BSP forever so it might as well be an "ERROR" rather than just a warning.
This is an old map I made, compiled and played (numerous times) 3 years ago but got the dreaded "FS_ReadFile with empty name" error appeared when I tried to play it today so I have removed all "ammo/box/mg" and tried to recompile.