Textures/entity limits Created 13 years ago2011-08-18 22:06:34 UTC by Stojke Stojke

Created 13 years ago2011-08-18 22:06:34 UTC by Stojke Stojke

Posted 13 years ago2011-08-18 22:06:34 UTC Post #298159
1. Textures

How is texture limit calculated? You know the map max 4/8/16/32 (with new tools)

The textures that are used, files, are all summed up and stored? Or is it if I use a texture how many times, thats how many times is it written?

Also, considering big textures and big texture sizes, if there are many different types in line of sight, how bad is that?

What is the optimal texture usage? 8MB?

2. Entity

What is the total entity default limit in a GS map?

If i take multiple objects of same type around the map, lets say grass i want to be func_illusionary and transform them into entity, are they counted as a single entity?

What if i select across map, how will that affect performance?
Stojke StojkeUnreal
Posted 13 years ago2011-08-23 11:49:18 UTC Post #298320
I think it counts those which are used in your map, doesn't matter how many times it's used.

Limit of models/brush entities is 512. Point entities is 4096 I think.

Yes, you can combine entities. But it can cause lag, because if you have a lot of entities combined and if you see at least a corner of one of them, all of them will be rendered.
Posted 13 years ago2011-08-23 18:06:32 UTC Post #298330
I'm 99% certain that it's the combined file size of all textures used in the map. Using a texture more than once doesn't add to anything. It's just a cache in memory.
Posted 13 years ago2011-08-23 19:44:22 UTC Post #298334
I see, thanks guys.
Stojke StojkeUnreal
Posted 13 years ago2011-08-23 20:35:36 UTC Post #298336
No Problem!
brendanmint brendanmintBrendan
Posted 13 years ago2011-08-24 04:54:02 UTC Post #298343
I combined tons, I mean TONS! of entities in myles_room and it doesn't lag.
Posted 13 years ago2011-08-24 08:46:57 UTC Post #298349
Yeah i saw some of your maps and RMF's, thats why i asked. Should have asked you first.

There really needs to be a part of the forum only concentrated on optimization of maps...
Stojke StojkeUnreal
Posted 13 years ago2011-08-24 09:52:19 UTC Post #298350
There really needs to be a part of the forum only concentrated on optimization of maps...
ya idk, might not be a bad idea. Do you mean A or B?

A
Goldsource Mapping/Optimization
Source Mapping/Optimization

or

B
General Discussion
Source mapping Questions
Source Mapping Optimization
GoldSrc Mapping Questions
GoldSrc Mapping Optimization
Site comments and suggestions
General Discussion
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-08-24 10:03:38 UTC Post #298351
The 2nd one seems more organized and visible.

Probably could be organized a bit more.
It would really be a good thing. Quite useful. Im yet to see a forum that has ALL about GS on one place, all hints and tips, and how does it function and stuff.
Stojke StojkeUnreal
Posted 13 years ago2011-08-24 10:10:52 UTC Post #298352
And how are questions about optimisation in mapping not mapping questions?
Jessie JessieTrans Rights <3
Posted 13 years ago2011-08-24 12:12:26 UTC Post #298355
unquestionably they are, but stojkens is saying the gs mapping forum would be more organized/efficient subdivided into multiple forums.

I feel inclined to agree, but changing over now is not without issues, for one, all the current threads pertaining to optimization in the HL discussion forum would have to be moved i guess?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-08-30 01:52:31 UTC Post #298487
As for the limits that's different with the different compiler versions out there. With SHLT for example you can have up to 32mb texture cache just in one back. However creating such large maps would be a nightmare to compile and hl1 would be pushed to it's limits.

No clue what are the limits for source.
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