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发表于 2010-10-12 07:12:13
本帖最后由 medicine 于 2010-10-13 08:12 编辑
I`m a mapper of CS1.6 in JP.
And i bigan mapping since 4years ago, but now I still don`t know how hudge de CS1.6 map can be built. Have asked many guys wihtout any good answer.
One day (today),a friend tell me there`s a group that called kz cs jumper,and their maps wrer very very big.
so , I think if you can make so big map,you should know many limits of VHE3.5 and CS1.6.
Exactly, I`m a mapper who always want to build the big maps just like CSS.And I`m getting it work now.
Now,I have got some zhilt frome my frei***hat can break down the limits of texture memory from 4mb,and I want to know more abot the limits like that.Can you tell me?
Well all limits can be broken but after that problems come ( not to all ofc )
But it's very hard to pass all of them, or easy if you have no idea what are you doing, faces limit ( which is 65k ) planes ( 35k ) etc are pretty hard to pass here on GoldSrc ( HL engine )
Simply because sometimes you reach some limit ( at models mostly ) and after that map have different problems ( low fps / not compiling anymore / not working on publics, ex my deathtales ) etc
Limits shouldn't be a problem here, just at models ( models include all entities and some other functions )
But if you have a medium experience on VHE i'd say not to start with very big maps or you can do, it's your choice but you gotta check everything just to be sure map doesn't crash or smt else on compiles/play etc.
Sorry for the grammar =)
Thanks for answer my question.
So could you tell me all of them?Because,my team is building a very big map jiust like a area in the War.And,I`m the leader, afraiding what I`m doing wiil be something that west of time in the future.So,if you can tell the all limits,I will try best to complete it whithout pass the limits.
Thanks very much
10/12/10 - 13:52:04
10/12/10 - 20:14:14
I could show you the log from deathtales, based on that you can imagine the limits of your map, I uploaded a file for you.
Have fun Also keep in mind that the map isn't optimized at best
Entities Models Memory %
models 301/400 19264/25600 (75.3%) - getting very close to 400 will make the map to crash, even to not be playable
planes 8019/32768 160380/655360 (24.5%) - not a big problem, can be close to it's limits
vertexes 15388/65535 184656/786420 (23.5%) - also not a big problem
nodes 5745/32767 137880/786408 (17.5%) - from what I know there aren't ways to reduce this very hard, just around ~100/200 nodes
texinfos 3151/32767 126040/1310680 ( 9.6%) - don't worry about this, only if ur making the map full of texture lights )
faces 10237/65535 204740/1310700 (15.6%) - 65k of faces is more that enough, you can't reach them anyway without serious problems
clipnodes 14794/32767 118352/262136 (45.1%) - not sure ...
leaves 4132/8192 115696/229376 (50.4%) - also you need to be careful with this leaves, as you can see it's 50% on my deathtales ...
marksu***ces 12972/65535 25944/131070 (19.8%) - not a big problem tho
surfedges 45592/512000 182368/2048000 ( 8.9%) - same
edges 25422/256000 101688/1024000 ( 9.9%) - same
texdata [variable] 25326808/52428800 (48.3%) - the max memory is 4mb but can be surpassed, I used 50mb here, but including textures on bsp will make the map unplayable on publics
lightdata [variable] 2290434/6291456 (36.4%) - also not a problem
visdata [variable] 24131/2097152 ( 1.2%) - no problem
entdata [variable] 100011/524288 (19.1%) - amount of entities