Entity Limit
kalikka
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?
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
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.
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-->
<!--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)
How about two func_ladders in two different rooms? func_ladders are always invisible in game... does the engine still draw these invisible brushes?
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.