Hey. In the next update hammer will have new limits. But i think it would be also good to increase the vertexes limit. i dont know if a developer will read this but i wish the limit will be increased.
Not happening. Is a limitation of the source engine branch that Gmod uses. Chances are that your models or maps are not properly optimized anyways, if you are hitting limit.
@daigennki you can never have too many vertexes.
The brushes and co was increased. why not the vertexes?
I am not sure which limit you are referring to, but It's not as simple as just increasing the limits.
A lot of limits are dictated by the BSP file format, and increasing some of them can make all existing maps not work without recompiling or requires significant engine changes which is just not worth it, considering anything or anyone that can take advantage of this will the extreme minority, and chances are you are not doing your job properly, i.e. not optimizing the models/maps properly, and testing their performance in singleplayer, completely ignoring the the fact that if a server uses dozens of these poorly optimized models, clients with low-end PCs will crash and the server/client performance will degrade.
Optimize your content.
Every brush has 8 vertexes, when he is made. So, if we have brush limit increased to 16384, 16384 x 8 = 131072, so this limit increase is useless?
Not all brushes have 8 vertices, they can be merged.
btw, this update means nothing to create new big maps? Its just only for detailed brushes with 5 vertexes? Its so sad, i thought we can do something very big and to forget about vertex errors. This update means we still should use proper for big maps...
https://files.facepunch.com/forum/upload/425045/e2856280-0c7b-4686-b4f1-80a5fa7cfd49/4000_screenshots_20180711230738_1.jpg
this custom compiler fixed max brush sides Increaced some vbsp limits · THE .
So, if brushside fix is possible, may it be possible to bring support for biggest vertexes amount?
This limit constantly bites my ass from time to time. There's nothing to optimize anymore. Every brush, every vertex serves its purpose. I'm running out of ideas how to go around this limit. Obviously prop_statics aren't helping either with their terribad lighting.
There's got to be a way (other than switching to another engine or something).
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