building a (too) large map Created 19 years ago2004-09-14 10:33:46 UTC by quark quark

Created 19 years ago2004-09-14 10:33:46 UTC by quark quark

Posted 19 years ago2004-09-14 10:33:46 UTC Post #59286
hi all, first post, and hoping to find a solution for my problem.
ill try to bee short...

i posted my problemmap in the vault, so you can see what im trying to accomplish. (develop_nuytsstraat_too_much)

i need to know what the maximum amount of brushes and entitys are in a map so i can try to build a map as big as possible without exeeding the maximums..... my problem is that i dont know what the maximum is....

so. anyone who knows...please post a reply...

thanx..
quark
(quark@chello.nl)
Posted 19 years ago2004-09-14 10:35:54 UTC Post #59287
I don't know them off hand, but try in ZHLTs (or rather the HTML files with it). Specifically the problems.html; but you really shouldnt max out halflife. It depends on the sizes of the brushes, how many are being rendered at once etc on how fast things will run. Having a ridiculously big map GENERALLY ends up with large pointless bland areas.
Posted 19 years ago2004-09-14 11:50:43 UTC Post #59304
You can get that on the VERC.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-09-14 14:48:23 UTC Post #59359
ok ill try the docs with zhlts, and i assume the "verc" is an internetsite?
anyway, thanks for thinking along.

it not my intention to max out hallife, i just want to see how far u can press the engine without getting very poor framerates.... i know large open spaces result in very high r_speeds
but i was modelling my place and i got carried away.
and now i just wanted to make this thing work.

i am having thoughts on making textures to replace all those brushes used for the windowframes and windows on my 12 story high building.
bet that would reduce a lot.

but.... is it possible to have a texture that only partially emits light?
or looks like its emitting light....??
Posted 19 years ago2004-09-14 15:16:35 UTC Post #59376
Posted 19 years ago2004-09-15 03:43:45 UTC Post #59501
To check you map limitations, like maximum amount of models, brushes, faces, patches, etc, use the -chart parameter on all 4 compile tools. After your compile, you can check out the log and see what the limits are and how far/many you have od certain things, like models and brushes, etc.
The Mad Carrot The Mad CarrotMad Carrot
Posted 19 years ago2004-09-15 03:51:51 UTC Post #59502
To make it appear as if it 'patially' emits light, just put an invisible func_illusionary where you want the light to come from and put a light emmiting texture on the desired face.
You can can remove it with ripent after the final compile, since it's not required anymore.

Oh MuzzleFlash, please use your old avatar! The new always makes me think this guy is a noob. The old one (J'en ai marre) was better IMO.
Posted 19 years ago2004-09-15 04:27:43 UTC Post #59506
Lol, but its the fish from the game Insaniquarium (www.popcap.com). awesome game.

I can't change now, i'll do that when im home. :)

(Sorry for going OT)
The Mad Carrot The Mad CarrotMad Carrot
Posted 19 years ago2004-09-15 06:42:29 UTC Post #59515
http://www.slackiller.com/tommy14/errors.htm#maxlim

Bookmark Tommy14's site, it covers a wide variety of errors you may encounter in the future.
Posted 19 years ago2004-09-15 16:19:52 UTC Post #59684
amazing how fast u guys react with some good info.
tnx :)

btw im really busy downscaling my ridiculous big map, to a size more apropriate..
and at this moment its compilingh.... not too many brushes anymore...and it still "looks" huge....
probably a lot more to do on the map but at least it should be running tonight...
tnx in advance...
Posted 19 years ago2004-09-16 07:49:52 UTC Post #59766
Also if you're trying to make a large maps with high speeds read the HINT BRUSH tutorial quark.
Posted 19 years ago2004-09-16 12:25:42 UTC Post #59793
so, what i make out of the hint tutorail is that you devide youre map into different section depending on what you can see from any give point..
Posted 19 years ago2004-09-16 15:16:14 UTC Post #59878
Kinda. That's what HLVIS is for, doing it automatically, but you can give it a helping hand sometimes.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-09-17 07:59:38 UTC Post #60086
HINT brushes are no magical weapons.
They cannot automatically make your map faster, smaller, or better.
You understand how BSP trees work, you must know how HLBSP splitts the world etc.
HINT brushes can be used to reduce the size of the rendered area, especially on angled maps.
Posted 19 years ago2004-09-17 10:59:30 UTC Post #60105
http://www.gamedesign.net/book/view/266

Read that and you'll know where to apply hint brushes. They work best in 'inside' levels (hallways, rooms) although 'outside' levels (open spaces, terrain) could benefit from it too, in some occasions. But yeah, as hazardous! said, it's often not necessary.
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