max map models - 512 Created 11 years ago2012-11-19 20:11:43 UTC by Tsaras Tsaras

Created 11 years ago2012-11-19 20:11:43 UTC by Tsaras Tsaras

Posted 11 years ago2012-11-19 20:11:43 UTC Post #311053
My map gives me this error on load in CS:

Host_Error: PF_precache_model_I: Model 'models/agibs.mdl' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this

By brush models does it mean the solid entities? My map currently has 330 solid and 48 point entities, and loading it with AMX Mod just gets it over the limit I guess, but I want my map to be able to be played in servers and I can't control the plugins loaded there.

Will it help if I group more solids together? Or is there something else I can do?
Posted 11 years ago2012-11-19 21:10:15 UTC Post #311054
Group all solids you can, remove unneeded ents.
rufee rufeeSledge fanboy
Posted 11 years ago2012-11-19 21:18:30 UTC Post #311055
inb4 switch to source
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-11-19 23:32:11 UTC Post #311056
Yes it means stuff like func_wall and illusionary. You could group them together to lower the amount. Or you could use func_detail that comes with Vluzacn's Half-Life Tools for compiling.

See this thread: http://twhl.info/forums.php?thread=17830
Posted 11 years ago2012-11-19 23:38:20 UTC Post #311057
func_details will cause your vis/rad times to skyrocket if you have a lot of them, at least that was my experience the little i used them..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-11-19 23:59:51 UTC Post #311058
Oh, okey. I thought they would bring down the VIS compile time if you use them well. Hmm, maybe because they can split their own faces and create more polygons or something... idunno :P. You ran some tests on that though, so I guess you're right.

But, on the other hand, grouping a number of solids spread out over the map can bring the r_speeds up. Because when you see one of them the other ones connected will also be rendered.
Posted 11 years ago2012-11-20 00:38:23 UTC Post #311059
goldsource renders all brush entities all the time afaik, so it makes no difference in terms of performance(do func_details have a working fade distance?); you can tell if you noclip out of the bounds of your level, all the func_walls for example should be visible, while all the world brushes disappear.

i tried using vhlt's func_details on my old BsG map, and i wasn't impressed, but then i really never mapped for goldsource after that, so i only have limited experience with them...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-11-20 06:33:47 UTC Post #311061
It does render only those that your leaf can see, when you noclip outside the boundaries I guess it hasn't calculated any PVS there so it just thinks you can see everything.

Btw, grouping the entities did fix the problem.
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