Entity Limit

kalikkakalikka Join Date: 2003-04-23 Member: 15767Members
<div class="IPBDescription">questions</div> I have read the mapping guidelines and it says each entity takes as much of that limit as every other entity (apart from those few which dont count to that limit at all).

Does this mean that if I select several blocks and tie them all to one entity it still counts as only one? (They atleast show up as one entity in Valve Hammer's entity report)

If the answer is yes can I tie all window glasses in one room or even in entire map to one func_wall to save entities? Will this cause errors, bugs or performance problems?

Also if I make huge entity... say 3000 units long func_wall does it still count as only one?

Comments

  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited February 2004
    If it is all one <b>entity</b> then it counts as one.
    A 3000 unit long brush is still one brush, so therefore it would still be one entity.

    As for tying everything in the map to a func_wall, I don't really think that you'd want to do that.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    You can do this, but you have to be careful. If you tie all the entities in the map to one entity, you'll run into problems. Large entities are not handled well by VIS, and if any face of a brush entity is visible, the entire entity will be rendered. However, similar brushes within a single room can easily be combined with no major problems. I did this quite extensively in the older versions of Eclipse and Veil with the light overlays, and still do with computer monitors and the few remaining overlays I use - these in particular work well due to the low face count (1-2 wpolys on each).

    If you do this, just be careful about it, and it should work fine. A 3000 unit entity, however, I wouldn't recommend. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • kalikkakalikka Join Date: 2003-04-23 Member: 15767Members
    thanks...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you do this, just be careful about it, and it should work fine. A 3000 unit entity, however, I wouldn't recommend.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I have one 1500 units long func_wall in my 1500 units long corridor... should I split it to several shorter parts? (Its actually working just fine atm)
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    If it's one long corridor then splitting it up would only increase your entities and maybe increase your wploys. As long as your entities are seen at the same time it doesn't make any difference to combine them. But if you combined two func_walls in two different room it would degrade performance because whenever someone saw one of the walls it would draw them both.
  • kalikkakalikka Join Date: 2003-04-23 Member: 15767Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If it's one long corridor then splitting it up would only increase your entities and maybe increase your wploys. As long as your entities are seen at the same time it doesn't make any difference to combine them. But if you combined two func_walls in two different room it would degrade performance because whenever someone saw one of the walls it would draw them both. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    How about two func_ladders in two different rooms? func_ladders are always invisible in game... does the engine still draw these invisible brushes?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    No, however I recall reports of func_ladders doing some... very odd... things when made up of more than one brush. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I'd not do it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Hypothetically, in combining func_ladders you would have everything to gain with nothing to use. Func_ladders behave in strange ways though, I'd give it a try and see what happens. Just make sure you can't touch 2 func_ladder brushes at the same time and you ahould be alright.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    I use a total of 4 ladders in my genrator hive. All put into one func_ladder and I don't have any problems with it (offline testing, online should't give any problem either)

    Just a quick tip on those darn ladders and its stuck issue at the bottom:

    <b>Problem:</b>
    I encountered this problem in some maps out there, when walking up to the ladder you're not able to climb it. A player can only climb it when jumping onto the ladder and advance his way to the top...

    <b>Solution:</b>
    Make the bottom part stick through the floor a little so that the bottom part of the func_ladder is not able touch the player and stop him climbing it.
  • HellBringerHellBringer Join Date: 2004-02-17 Member: 26641Members
    basically try to to keep all tied entities within visible range of eachother which i think is what there sayin. take this as an example. say the red are func walls u have for whatever reason. if stand at point A and all of them are tied to eachother. THEN YOU WILL SEE ALL OF THEM. just try gl_wireframe 2. so keep them grouped accordingly. ie yellow. ps sorry for the 2 year old drawing. heh.
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