Source Limits Created 11 years ago2012-10-24 14:47:38 UTC by Moaby Moaby

Created 11 years ago2012-10-24 14:47:38 UTC by Moaby Moaby

Posted 11 years ago2012-10-24 14:52:21 UTC Post #310583
Currently I am build a map and it's proving to be rather large. I was wondering how large I can actually go before I need to be worrying about splitting into parts or sections. In the past I have just estimated and gone "yeah, this seems like a nice spot to break off" and flown with it.

Here's what I am dealing with: I am creating a multi-player Source map in EP2 that will be played on Garry's Mod. It is within the horror genre which cries for massive amounts of entity setups. It is currently split into 3 areas, forest, town, wasteland and a half built metro (which is being built so not actually included to be the 4th area yet).
User posted image
I have split the areas and optimized using hint brushes and area portals, not to mention huge amounts of 'Nodraw' on areas you can't see and therefore, the frame-rate is not an issue at all. In hammer I'm getting a number of issues like taking 30 seconds to load the map, and the map actually failing to load so I'm having to copy my entire .vmf data to the converted .vmx.

I know the entity limit in Source is ~4000 according to Valve Developer. However the question is, how many is optimal for this kind of map or series of maps? At what point should I be splitting the map into separate sections? And how would I go about transitioning a multi-player Co-op map?
Moaby MoabyMk. III
Posted 11 years ago2012-10-24 15:34:05 UTC Post #310584
If the map loads fine and you have no lags then keep building.
Btw the 4096 ent limit is split up into 2 halves: networked and non-networked
both 2048, so if you go over 2k of entities and start having problems that might be an issue.
Also keep in mind that even if the map runs good on your pc, i assume you're running a high end one it might not run as good for other people with slower pc's.
rufee rufeeSledge fanboy
Posted 11 years ago2012-10-25 05:36:14 UTC Post #310590
Source can take quite a lot of bullshit, and your editor will lag to oblivion before you reach the hard limits probably(at least that's how it is on my rig). I keep adding to the map until hammer starts to lag, and then think about moving to the next bsp.

Of course, you can always keep adding to the map until you hit hard limits, ala:
Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 3/1024 144/49152 ( 0.3%)
brushes 78/8192 936/98304 ( 1.0%)
brushsides 505/65536 4040/524288 ( 0.8%)
planes 282/65536 5640/1310720 ( 0.4%)
vertexes 448/65536 5376/786432 ( 0.7%)
nodes 181/65536 5792/2097152 ( 0.3%)
texinfos 111/12288 7992/884736 ( 0.9%)
texdata 24/2048 768/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 316/65536 17696/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 176/65536 9856/3670016 ( 0.3%)
facebrushes 92/0 184/0 ( 0.0%)
facebrushlists 316/0 1264/0 ( 0.0%)
leaves 185/65536 5920/2097152 ( 0.3%)
leaffaces 337/65536 674/131072 ( 0.5%)
leafbrushes 191/65536 382/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2142/512000 8568/2048000 ( 0.4%)
edges 1221/256000 4884/1024000 ( 0.5%)
LDR worldlights 2/8192 200/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 17/32768 170/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 255/65536 510/131072 ( 0.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 265586/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1216/16777216 ( 0.0%)
entdata [variable] 2264/393216 ( 0.6%)
LDR ambient table 185/65536 740/262144 ( 0.3%)
HDR ambient table 185/65536 740/262144 ( 0.3%)
LDR leaf ambient 490/65536 13720/1835008 ( 0.7%)
HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 149936/0 ( 0.0%)
physics [variable] 27738/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-10-25 21:11:37 UTC Post #310598
Thanks for the input you two. I think I'll stick to 3 areas for each map, giving myself this limit should help keep the loading of the actual .vmf to below a minute; and of course keep the compile times to a minimum.

Anyone got any ideas on how to effectively execute a CO-OP map change?
Moaby MoabyMk. III
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