• Help with compiling; max overlay issue.
    1 replies, posted
Ok so I compiled my map a while back and it said that I have reached the max overlays, I worked around this problem by deleting about 100 of them I would say, and every time I compile it still claims that I have the exact same amount which is 511/512. I've got no idea how to fix this, any suggestions? The issue in the compile log; [code]overlays 511/512 179872/180224 (99.8%) VERY FULL![/code] [b]Edit:[/b] I also appear to have another issue, which says that I have reached the max in detail props to. Being a mapping newbie still, I'm not entirely sure what a " detail " prop is, but I doubt I have reached the limit. Correct me if I'm wrong, here is another compile log of the issue. [code]Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map! (64K max!)n[/code] And a list of all my... " stuff " in the map. [code]Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 1096/8192 13152/98304 (13.4%) brushsides 7114/65536 56912/524288 (10.9%) planes 3270/65536 65400/1310720 ( 5.0%) vertexes 14114/65536 169368/786432 (21.5%) nodes 4461/65536 142752/2097152 ( 6.8%) texinfos 361/12288 25992/884736 ( 2.9%) texdata 67/2048 2144/65536 ( 3.3%) dispinfos 190/0 33440/0 ( 0.0%) disp_verts 54910/0 1098200/0 ( 0.0%) disp_tris 97280/0 194560/0 ( 0.0%) disp_lmsamples 3724920/0 3724920/0 ( 0.0%) faces 9177/65536 513912/3670016 (14.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3328/65536 186368/3670016 ( 5.1%) leaves 4463/65536 142816/2097152 ( 6.8%) leaffaces 9603/65536 19206/131072 (14.7%) leafbrushes 3626/65536 7252/131072 ( 5.5%) areas 2/256 16/2048 ( 0.8%) surfedges 55589/512000 222356/2048000 (10.9%) edges 30705/256000 122820/1024000 (12.0%) LDR worldlights 37/8192 3700/819200 ( 0.5%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 379/32768 3790/327680 ( 1.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6396/65536 12792/131072 ( 9.8%) cubemapsamples 36/1024 576/16384 ( 3.5%) overlays 511/512 179872/180224 (99.8%) VERY FULL! LDR lightdata [variable] 9662116/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 752775/16777216 ( 4.5%) entdata [variable] 48971/393216 (12.5%) LDR ambient table 4463/65536 17852/262144 ( 6.8%) HDR ambient table 4463/65536 17852/262144 ( 6.8%) LDR leaf ambient 9990/65536 279720/1835008 (15.2%) HDR leaf ambient 4463/65536 124964/1835008 ( 6.8%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/34796 ( 0.0%) pakfile [variable] 3673100/0 ( 0.0%) physics [variable] 388387/4194304 ( 9.3%) physics terrain [variable] 35228/1048576 ( 3.4%) [/code] If someone could help me with these problems it would be greatly appreciated.
Detail prop overflow is probably caused by having a huge displacement seeded with grass sprites, or too much grass density on a displacement. As for overlays, stop using them. Unless you're actually needing to scale a decal, you don't need to use an overlay, use an infodecal instead. They're cheaper to render and you can have as many as entdata allows.
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