How Many Enities?

HiFiHiFi Join Date: 2004-08-11 Member: 30527Members
edited August 2004 in Mapping Forum
<div class="IPBDescription">how to get less enities but god map?</div> 589 enities in my map! The compile process gets stuck! What can i do?
I compiled it without lights => 118 enities but a 6 MB map!
how can i have a great, big, interesting and much fun map with just a few lights?
I think thats impossible! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->


PLS help me..... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->


(im german, sorry bad english...)

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    1: LOOK AROUND. Read the mapping forum guidelines and you'll see that not all entities are runtime ents. You'd also notice there is a mapping help and troubleshooting forum.

    2: Combine various func_walls, func_illusionary's etc into 1 (if they use the same rendermode). Note that this can add to r_speeds.

    3: Use texlights. You'll never have to use pointlights again (unless you want to add spotlights or you want lights without sources).
  • HiFiHiFi Join Date: 2004-08-11 Member: 30527Members
    edited August 2004
    Point 1 is right! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    To point 2:
    If i combine func_walls and illusionaries that's not good because some walls shouldn be collision walls! So when im making them to illusionaries they would be passable, wouldn't they?

    To point 3:
    I show u my level with a pic, tell me how to do texlights when i want a colourfull map? But otherwhise this is right! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    (I'm a n00b in english so whats 'r_speeds' ?) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    My map:
    <img src='http://img.villagephotos.com/p/2004-8/808381/ns_woopy1.JPG' border='0' alt='user posted image' />
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited August 2004
    <!--QuoteBegin-HiFi+Aug 17 2004, 07:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HiFi @ Aug 17 2004, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Point 1 is right!  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    To point 2:
    If i combine func_walls and illusionaries that's not good because some walls shouldn be collision walls! So when im making them to illusionaries they would be passable, wouldn't they?

    To point 3:
    I show u my level with a pic, tell me how to do texlights when i want a colourfull map? But otherwhise this is right!  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    (I'm a n00b in english so whats 'r_speeds' ?)    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    My map: <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    r_speeds = render speeds. It's a command in Half-Life, try typing "r_speeds 1" in the console - it'll tell you a bunch of numbers. The wpoly tells you how many world polygons are currently being rendered. Anyway.

    I'm not going to bother explaining texlights right now - 1: Use search, or failing that, 2: google for tutorials, or if you succeed in failing at that too, go to <a href='http://collective.valve-erc.com' target='_blank'>http://collective.valve-erc.com</a> and check for tutorials there.

    edit: typo
  • HiFiHiFi Join Date: 2004-08-11 Member: 30527Members
    edited August 2004
  • HiFiHiFi Join Date: 2004-08-11 Member: 30527Members
    /\
    ||
    In my picture above it shows -> neaely 1000 w poly and 4000 other polys is it much? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-HiFi+Aug 17 2004, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HiFi @ Aug 17 2004, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> /\
    ||
    In my picture above it shows -> neaely 1000 w poly and 4000 other polys is it much? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes. Please read the guidelines and do not double post.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    brute force, hes allmost as good as you ;)
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    In case you hadn't already foudn this out by looking at the mapping guidelines, lights do NOT add to the map entity count unless they can be switched on and off, or have a light style (eg flickering lights). Static lights are removed from the map by the compile tools.
  • HiFiHiFi Join Date: 2004-08-11 Member: 30527Members
    Yes u r right,
    but ive much lights that flicker and can be switched on/off.
    Some are triggerd e.g. when u build a resource tower some light go on and some off. I think thats doing a nice atmosphere! And so its better so see if a re tower is build there!
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited August 2004
    light, light_spot and light_enviromental aren't counted between entities, but if they are triggered or flicker they are counted

    limit of entities is 275
    limit of r_speeds are 700 w-polys and 2100 e-polys (with rendered weapon i think)

    if u want know how many entities u have, type in concole "numents"


    the filesize about 6MB is OK, I've got 7-9MB and I dont know why
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    How'd you make it so lights turn on when a res node is built?
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    <!--QuoteBegin-Merkaba+Aug 17 2004, 06:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Aug 17 2004, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In case you hadn't already foudn this out by looking at the mapping guidelines, lights do NOT add to the map entity count unless they can be switched on and off, or have a light style (eg flickering lights). Static lights are removed from the map by the compile tools. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <b>Static lights are not removed by the compile tools.</b>
    I'm only going to say it once.
    If you want proof, make a map with a single point light and post-compile extract the entdata with ripents.

    You can have a try with my optimiser but it removes stuff the game does anyway really. And it's post-compile so if you cant compile then its useless.
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=78312' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=78312</a>
  • Assassin_wmAssassin_wm Join Date: 2004-01-30 Member: 25754Members
    <!--QuoteBegin-HiFi+Aug 18 2004, 05:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HiFi @ Aug 18 2004, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes u r right,
    but ive much lights that flicker and can be switched on/off.
    Some are triggerd e.g. when u build a resource tower some light go on and some off. I think thats doing a nice atmosphere! And so its better so see if a re tower is build there! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm with bullet head, how did you make the light turn on when a rez tower is built?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Assassin_wm+Aug 23 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Assassin_wm @ Aug 23 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-HiFi+Aug 18 2004, 05:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HiFi @ Aug 18 2004, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes u r right,
    but ive much lights that flicker and can be switched on/off.
    Some are triggerd e.g. when u build a resource tower some light go on and some off. I think thats doing a nice atmosphere! And so its better so see if a re tower is build there! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm with bullet head, how did you make the light turn on when a rez tower is built? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    "target on build" in the "func_resource" entity?
    guys, open BOTH eyes.
    anyway, the entities for static light doesnt COUNT to the general entity-count, that doesnt mean that compile tools would remove them. the GAME REMOVES the static entities, every time the game starts. I think all this entites get reseted even when the new round starts but Im not shure. variable entities will ALL be reseted, exept the typical "func_wall"s with different rendermodes.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--QuoteBegin-Grizzly+Aug 17 2004, 04:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ Aug 17 2004, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> brute force, hes allmost as good as you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> LoL.

    Yea Brute be nice.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-agentx5+Aug 24 2004, 12:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (agentx5 @ Aug 24 2004, 12:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Grizzly+Aug 17 2004, 04:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ Aug 17 2004, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> brute force, hes allmost as good as you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> LoL.

    Yea Brute be nice. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What?

    Be nice, huh? Yeah, good suggestion. Since, you know, this guy obviously just came in here, without looking around or searching or reading any other posts, posted his problem (in the wrong area) and then would not listen to advice. So yeah, he totally deserves a cake for his effort (in writing the post) and we all should be nice to people who can't read, because... well, because someone on a forum told us so.

    Whatever man.
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