Map crash... too many entites? Created 16 years ago2007-09-14 22:19:38 UTC by Noobish UMP45 Noobish UMP45

Created 16 years ago2007-09-14 22:19:38 UTC by Noobish UMP45 Noobish UMP45

Posted 16 years ago2007-09-14 22:19:38 UTC Post #234133
Okay... my map passes all the comipler issues and creates a BSP file.

BEFORE, it ran without any issues.
NOW, after adding some extra rooms, the map will crash when I try to run it. (CS 1.6)

When I first ran into this problem, I noticed if I changed all of my light textures from type entity to type world and lowered them 1 unit from the ceilings to prevent massive VIS splitting, the problem went away...

Now... I've run into the same problem, but I can't squeeze this same method anymore.
I currently have almost 360 entity type objects on my map (not all sides are textured). That includes breakable bomb targets, decals, windows, glass doors, doors, buttons, etc.

Does anyone know if adding too many lights will cause this same issue?
Actually, does anyone know the Reason(s) why the map would crash when running, yet compies just fine.

Lastly... if changing my "lights" into texture lights, will it help my map run faster / cheaper? Also, will changing just the lights.rad file work, or do I have to copy that same file to the server side?
I'm making this map for our CS server...

I'm really stummped, and I'm about 90% done with this map and reduced my poly count and entity count to it's bare limits.

I'd really appreciate if someone could give the reason why this might be happening, and solutions to fix this would be greatful.
Posted 16 years ago2007-09-15 01:49:18 UTC Post #234143
Ok texture lighting is REALLY simple.
Just find the texture you want to use for a light, and add it into the lights.rad file. hit tab twice, then input the brightness of the light you want. Texture lights arent as bright as point lights, so just mess with the brightness values as you see fit.

Lights.rad tells vis that there's light coming from the texture, so you dont have to supply it with any of your maps.

There are some entities that counter-strike has that half life doesnt, and vice versa. So make sure there arent any entities that CS doesnt allow.

Also, read through your compile log and see if anything really sticks out to you...

Hit alt+p (check for problems) and see if anything comes up there as well.
And.... Run the map on full vis once. see if that helps.
That's about all i can offer right now. Good luck!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-09-15 09:28:54 UTC Post #234156
Found it!

It's actually the number of entity type objects on my map.
Lights, Buttons, Doors, Triggers, Multi-managers, Player-entities, Hostages, etc.

It seems that if my number reaches anywhere between 350 - 360, the map will crash, even though my compiler has no issues.
Yes, I ran my VIS and RAD at Min, Normal, Max, and nothing helps it.

I figued out my "lights" was also the problem, because I made about 30 of them texture lights and I was able to add about 30 more entites before my map crashed again.

Should this info be stickied somewhere, because I'm most likely going to forget this number in the future, or where I posted this thread.
Posted 16 years ago2007-09-15 10:06:06 UTC Post #234164
Usually the maximum amount of entities is 800 i believe. Try making all your texture lights world brushes instead of entities.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-09-15 11:58:07 UTC Post #234179
They are all world brushes... that's where I first encountered this issue and had it fixed.

I have over 100 lights (about 70 used) and that saved a lot, but I used a lot of light_entity to provide the lighting.
I made the ones I can texture_lights, and it helped reduce that number.

Not sure why it crashes the map at only 350-360, but I guess I'm gona have to live with it and "cost-cut".
Posted 16 years ago2007-10-01 15:36:19 UTC Post #235409
tet you said this:

"Ok texture lighting is REALLY simple.
Just find the texture you want to use for a light, and add it into the lights.rad file. hit tab twice, then input the brightness of the light you want. Texture lights arent as bright as point lights, so just mess with the brightness values as you see fit."

Can you please explain the adding it into the rad file and the tab twice thing? Thnaks
Posted 16 years ago2007-10-02 03:31:37 UTC Post #235440
Kille_the_bug, go to the folder where your compile tools are located, in there you should have a lights.rad-file, just open it up with Wordpad, there are a lot of tex-lights already added so you can just watch how they made it.
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