Possible to exceed number of entities? Created 12 years ago2012-02-25 22:44:46 UTC by xzec xzec

Created 12 years ago2012-02-25 22:44:46 UTC by xzec xzec

Posted 12 years ago2012-02-25 22:44:46 UTC Post #303727
Is there any way to exceed the number of entities and still compile the map fine?

In AMXX, you can do so with a parameter named "-num_edicts", are there any similar ways to do it in VHE? Perhaps some special compiler of some sort?
Posted 12 years ago2012-02-25 22:58:57 UTC Post #303730
You shouldn't use the default compiler.

Get Atoms Compilator:

http://www.themightyatom.nl/thecompilator.html

And use the new-est VHLT compile tools:
https://sites.google.com/site/gshltools/compiler-tools

Also, i think there is a command to add to some file in HL that allows more entities, but i forgot what it was...
Stojke StojkeUnreal
Posted 12 years ago2012-02-25 23:18:29 UTC Post #303731
Ooo goodies! Thanks a lot; much appreciated. :)

I'll try 'em out immediately.

By the way, when you're talking about adding a command to an HL file, you're not talking about the command "nem_edicts 2048" to "liblist.gam," are you?

gamedll "addonsmetamoddllsmetamod.dll" -num_edicts 2048
Posted 12 years ago2012-02-25 23:19:42 UTC Post #303735
Yeah! Lib list.

Also cool, didn't know amx X had a plug in for this, thanks for the info.
Also, feel free to browse my web site, you might find interesting stuff. :)
Stojke StojkeUnreal
Posted 12 years ago2012-02-25 23:31:37 UTC Post #303736
Yeah, that works wonders when it comes to the game itself, but the problem is to be able to compile a map with more than 4-500 brush-based entities. =(

Yes, thank you! A similar, but even better program to HLFix. So awesome to see people still developing and updating programs for a 13 year old engine.
Posted 12 years ago2012-02-25 23:49:57 UTC Post #303737
Yeah, well, the external compilers should do the trick. Check the "shared" card for more info.
Also, if Atoms mighty Compilator fails you, try the Batch compiler (shhsh, this is a secret, hes working on Compilator 3 that he will release in public soon, its very good, but dont tell any one >_> ).

batch is a bit annoying to configure, but it does the job right.
If you have any more questions, ask away.
Also, yeah, GS will never die, its too fun of a thing :P
Stojke StojkeUnreal
Posted 12 years ago2012-02-26 02:25:56 UTC Post #303742
Can't wait! :D

I can't for the life of me figure out how to use Batch Compiler, and I don't know what to do to make Compilator work around the entitiy limit.
Pretty much pushed every button there is. :nuts:

Are you sure it's possible to exceed the brush-based entity limit, which is around 4-500? The only limits I see they exceeds are texture and light.
Posted 12 years ago2012-02-26 02:50:48 UTC Post #303744
Isnt the X2 gui newer than atoms compilator?! pretty sure it is.... but not sure.
Posted 12 years ago2012-02-26 03:21:11 UTC Post #303748
What's X2 GUI? o_0
Posted 12 years ago2012-02-26 08:07:42 UTC Post #303754
X2 GUI is horrible, very, very, horrible.
And Compilator 3 is a lot much better than it, as well as batch.
And i dont think X2 is newer...

--

You need to add the RMF file with HLFix process enabled. Thats why i said its annoying with the batch, try using Compilator 1.
I never got any errors even when my map was over the entity limit, it compiled perfectly.
The only bad experience was when Skals-es map wasn't working online because he went over the darn limit.
Stojke StojkeUnreal
Posted 12 years ago2012-02-26 09:49:06 UTC Post #303755
It's threads like these that make me think we should bundle all the latest tools, all the FGDs, vhe model support, compilator, etc, etc and make it available with perhaps a slight refit of Andy's "in the beginning" tutorial.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-26 10:26:46 UTC Post #303756
I can make a tutorial on my web site. I already made tutorials for batch compiler on Serbian.

Plus you have all the tools and stuff, with some info, on my web site.
Stojke StojkeUnreal
Posted 12 years ago2012-02-26 10:42:16 UTC Post #303757
Ha I love your site stojkens, never knew u had this! =]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-26 11:54:45 UTC Post #303761
Thanks :P
Yeah, i made it last year, much easier than to search for links that ive uploaded. This way i got everything up on google and i am not afraid it will get deleted :)
Stojke StojkeUnreal
Posted 12 years ago2012-02-26 12:23:08 UTC Post #303762
It's threads like these that make me think we should bundle all the latest tools, all the FGDs, vhe model support, compilator, etc, etc and make it available with perhaps a slight refit of Andy's "in the beginning" tutorial.
Oh my god yes. TWHL should definitely have a starter pack for Goldsource. That would be so useful for people just starting out.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-02-26 12:30:43 UTC Post #303763
Yeah it should, with that mapping techniques tutorial as well.
Stojke StojkeUnreal
Posted 12 years ago2012-02-26 16:22:47 UTC Post #303764
Alright, I'll try some more until I get an aneurysm. Thanks again for all the help I've gotten from you, both now and in the past. :)
Posted 12 years ago2012-02-29 20:15:15 UTC Post #303837
I'm sorry, but I can't find out what the problem is.

Here's a few pictures of the settings I used: http://imgur.com/a/2Iudt

A snippet of the log:
SolidBSP [hull 0] 182 (0.03 seconds)
BSP generation successful, writing portal file 'C:CSValve Hammer Editormapshe_test2.prt'
SolidBSP [hull 1] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,932)(-4047,3248,1060) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-548)(-4047,3248,-348) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
217 (0.04 seconds)
SolidBSP [hull 2] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4064,-32,928)(-4063,3264,1056) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4064,-32,-544)(-4063,3264,-352) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
223 (0.04 seconds)
SolidBSP [hull 3] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,914)(-4047,3248,1042) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-530)(-4047,3248,-366) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
217 (0.04 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-420)(-4047,3248,-332) in hull 1 of model 11 (entity: classname "trigger_hurt", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4064,-32,-416)(-4063,3264,-336) in hull 2 of model 11 (entity: classname "trigger_hurt", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-402)(-4047,3248,-350) in hull 3 of model 11 (entity: classname "trigger_hurt", origin "", targetname "")
Error: Exceeded MAX_MAP_MODELS
Description: The maximum number of brush based entities has been reached
Howto Fix: Remove unnecessary brush entities, consolidate similar entities into a single entity
Posted 12 years ago2012-02-29 20:55:29 UTC Post #303838
From the error guide:

MAX_MAP_MODELS

"The max_models error is that you have exceeded the maximum number of brush based entities in your map. This can be either the total amount of brush based entities or of a specific entity.
"So it's either too many of one type of brush based entity or you have exceeded the number of brush based entities in the game (like trying to make the whole map out of func_xxxxx entities)".
"Each player model, each grenade, nail, gib, etc. counts toward the MAX_MAP_MODELS count. The total model count is always dynamic durring the game and changes as new models are spawned and removed. You simply need to make sure you leave some space.
see also: entity limits.
Entity Limitation notes: The HL engine itself has a hard limit of 2048 entities, point or brush based, which is a data limit of about 0.5M. On top of that, Half-Life likes to generate it's own temporary entities in-game for certain effects (ie. beams, sparks, projectiles...), these temporary entities have a limit of around 500, see 500 overflow temporary ents! above.
But the compile tools have a limit of only 2048 for all editor placed entitys (MAX_MAP_ENTITIES). (I am not sure if the temp entitys come out of this 2048 limit as well, but I suspect they do.) And there is a sub-limit on switchable lights of 1024 (MAX_ENGINE_ENTITIES). Additionally, you also have a compile side sub-limit of 400 for brush based entities. Mods that use cutscenes to start a round have even lower limits - DoD is now talking about 400-500 as the playing map limit of total entitys! NS has a similar situation.
Moreover, there seems to be special limits for some entitys, like the limit of 16 rotating entitys that stop at the same time, due to the sound limitations. Or the limit of 32 players in most mods, or the general 8 fixed lights shining on a face limit, the 3 switchable lights on a face - and so on.
see also: general MAX_MAP limits from the SDK
HL engine limits for ALL entitys - 2048
HL in-game temporary entity engine limit (part of the 2048?). Used for breakables, sparks, gibs, ect. 500
data memory limit for entitys ~0.5M
MAX_MAP_ENTITIES Compiling tools limit for ALL editor placed entitys in a level, incuding brush, models, sprites & point entitys like lights (mod limits may vary a bit lower) 2048
MAX_ENGINE_ENTITIES (light, light_spot and light_environment entities that have either a targetname or a style attached to them (ie. all switchable lighting in the map). 1024
compiling tools sub-limit of brush based entitys (part of the 2048) 400
possible model & sprite entitys sub-limit (part of the 2048?) 400
specialty entity limits
Stojke StojkeUnreal
Posted 12 years ago2012-02-29 21:38:25 UTC Post #303839
So what you're saying is what I've thought all along? xD
Are you sure it's possible to exceed the brush-based entity limit, which is around 4-500? The only limits I see they exceeds are texture and light.
I have probably over 900 brush-based entities. =
You must be logged in to post a response.