Problem with limits

Yet another of my help threads to spam the mapping section. SORRY GUYS!

Well my map is about 1 third of the size of the biggest maps I know that aren’t just flat area. eg. Evocity2

And yet I have appeared to hit my vertex/entities limit. I have been told there is no way to heighten the limit so I’m sort of stuck and have a few questions.

  1. Does making a brush func_detail take away from the vertexes?
  2. I need some tips on lowering my entities while still making my map function.

My goal was to make an RP map with lots of things to do, lots of functionality.
I’m not so sure that’s possible anymore.

I’m afraid whats eating up my limit is my lighting.
It seems the more I try to make it look nicer for all those picky dicks out there the more lights I have all together.

Well help would be appreciated, tips, whatever I can get.

Group brushes together and tie them to a func_detail to lower the entity count (If you havn’t done so already)

Will this help my vertex limit too?

I don’t believe so. If you have a lot of brush-based models, consider making them actual models to save you vertices.

Well I think it did reduce my vertexes, I did a compile and found that the percentage was lowered, though my entities didn’t lower much, still at very full.

[editline]09:18PM[/editline]

Here, if it helps. The limits part of my compile log.


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 232/1024        11136/49152    (22.7%) 
brushes               6331/8192        75972/98304    (77.3%) 
brushsides           47199/65536      377592/524288   (72.0%) 
planes               23642/65536      472840/1310720  (36.1%) 
vertexes             48962/65536      587544/786432   (74.7%) 
nodes                17023/65536      544736/2097152  (26.0%) 
texinfos              7463/12288      537336/884736   (60.7%) 
texdata                912/2048        29184/65536    (44.5%) 
dispinfos              362/0           63712/0        ( 0.0%) 
disp_verts           39514/0          790280/0        ( 0.0%) 
disp_tris            65152/0          130304/0        ( 0.0%) 
disp_lmsamples     1186620/0         1186620/0        ( 0.0%) 
faces                27907/65536     1562792/3670016  (42.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            18233/65536     1021048/3670016  (27.8%) 
leaves               17256/65536      552192/2097152  (26.3%) 
leaffaces            34361/65536       68722/131072   (52.4%) 
leafbrushes          13136/65536       26272/131072   (20.0%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges           210966/512000     843864/2048000  (41.2%) 
edges               131256/256000     525024/1024000  (51.3%) 
LDR worldlights        425/8192        37400/720896   ( 5.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           3171/32768       31710/327680   ( 9.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         57786/65536      115572/131072   (88.2%) VERY FULL!
cubemapsamples          53/1024          848/16384    ( 5.2%) 
overlays               129/512         45408/180224   (25.2%) 
LDR lightdata         [variable]    21705440/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      376647/393216   (95.8%) VERY FULL!
LDR leaf ambient     17256/65536      414144/1572864  (26.3%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/56838    ( 0.0%) 
pakfile               [variable]      784381/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     2408723/4194304  (57.4%) 
==== Total Win32 BSP file data space used: 35327477 bytes ====

The water indices don’t bother me

func_detail doesn’t get rid of verts simply by being one, but if deattaching it from merging with the world it rests next to means there is less vertices made, that’s why it would make less verts.

Also I would be concerned with the indices, an index tells which 3 verts make up a triangle (although source uses methods so that not every triangle needs an index, although average levels need them a lot). max them and you’ve had it, there’s nothing you can do. For some reason, source puts the entire level into one vertex buffer and one index buffer (at the size of an unsigned int), but that’s probably just because it’s old and they haven’t yet changed it. Personally I think it’s a bit weird for them to not have upped it much earlier.

Thanks for the info. As the entity limit seems to not go on number but memory, is there certain entities I should avoid or try and get rid of to bring it down? I have ALOT of lights, but I’m not sure if that’s just normal.

If I remember correctly, the limits are just warnings, if you go over it just adds a lot more space to the map and it’s a lot more laggy, I’m probably wrong though, you shouldn’t trust me :slight_smile:

I’m pretty sure that’s just entdata. IIRC, someone got to about 200% before it started having issues.

Well that’s good to know