Enity Managment
Hey,
I thought it easier for some guys (esp. at the beginning of mapping) to see, what is needed in case of the enitylimit.
I simply count down.
Timer (spr1n´s version with sprites):
222
Health:
3
Playerstart:
32
Pointenitys (light_enviroment, sound, maybe env_fog, snow or rain):
5
Greetings (Maybe thx to, commercial etc.):
4
512 enitys maximum
266 enitys where needed
246 enitys left to build or fill up your map with details etc..
I hope that some guys from you can use it.
hf :)
Im sorry but thats bullshit
entity limit is 2048 if I remember right, and it can be changed by a cvar
512 is precache limit (models, sprites, solid entities etc.)
You shouldn't worry about overall entity limit because its hard to hit it, but if you do - you can easily change that (-num_edicts).
Precache limit is easy one to reach.
- 170 files are need for counter-strike itself
- 39 precache slots for kreedz timer
- 13 precache slots for spr1n's timer
Server with amxx plugins also require certain amount of precache slots. So I'd advise to keep number of map precache (sprites+models+solid entities) between 250-300.
PS. player spawns, light, sounds... and other point entities don't need precaching.
Looks like hm^ spent noticeable portion of his day counting the entities in spr1n's timecounter. :D Sorry mate.
@spr1n, yes HL limit is 2048 which is the max engine entity limit. Or more clearly said 2048 entities are the compile limit and runtime entities are 1024. However, this doesn't mean that the mapper should add 4252636 entities in his map, mostly because HL engine likes to create more entities for itself when a map is started such as sparks, beams, explosives etc.
About that precache limit of 512 entities, I think using SHLT solves this problem, but I can't be 100% sure, because I have never reached that limit.
hm,
Doesn´t matter what for a compiletool i tried..
When i had more then then 512, the LAN-Server crashes....
@ DragonClaw:
Strg C in a new map and ALT M I, then count - 20 seconds work!
PsYxOpAt, since you mentioned the SHLT, I want to ask a question. I use VluzaCN ZHLT and I'm pretty delighted of the results I get. Why does my map consist of ~3700 faces when it's compiled using SHLT, and ~3100 when I compile with VluzaCN? VluzaCN's also cope better doing the lights and are faster.
don't be ridiculous PsYxOpAt, SHLT solves nothing. precache limit is engine hardcoded limit...
and noone needs 4252636 entities. I said you shouldn't worry about it because it much harder to hit overall entity limit actually rather precache one. Also big difference between hardcoded limit and limit that can be redefined at server start up eh?
@DragonClaw just coz vluzacn tools are more optimized, while SHLT are not supported anymore.
Now i have a problem on sharahur half of the map is sold and other half its not solid wtf???
Sorry for my comment, this is a old topic. BTW, I want to get this right into my mind.
spr1n you said entity limit is 2048
If I have 50 walls, is better add func_wall to that 50 walls instead adding to each one, right? If yes, what is the maximum number of an entity I can add to a solid? If I add func_wall to 1000 solids, a bug or anything else can occur maybe?
512 is precache limit, 250-300 is the maximum models/sprites/sounds I can have in a map?
If I have 10 same models (models/tree.mdl) it counts has 10 models or just 1? OFC in precache is 1, but in game?
Hope you understand what I'm talking about, thanks.
if you just tie many brushes to a func_wall eg 200walls
and if you are long gone of it, the engine might be rendering the whole func_wall thru the map eg when you see just one wall of it. this could be some fps drops for sure for some jumpers.
to the precahce limit yes 512 is the max but with the -num_edicts you can change how many entitys can be created.
if you are creating a mod with the SDK the model would be counting as 1 precache like a player/weapon model like in cs but if you add that model thru cycler or cycler_sprite it will count as high as how many you are adding in hammer.
eg 10 cycler with the same model 10 entity losts for the 512 limit is gone
@Twix^
You don't have to worry about the entity limit. If you are to hit an entity related limit it's most likely going to be the precache limit.
If you need to tie a lot of solids to func_wall it's much better to group many of them and tie this group. In this case we save many precache slots. Each func_wall entity is counted as 1 precache model.
250-300 is NOT the maximum models/sprites/sounds you can have in your map. If you add 10 trees of the same model (for example a model called tree.mdl) you'll use up 1 precache slot and 10 entity slots. The 10 entity slots used are of less importance though because they belong to the 2048 entity limit (would have been different if they were brush entities but entities used for models/sprites/sounds are point entities and therefore not restricted by the brush entity limit of 512). The only thing you'd like to keep in mind after adding those 10 trees is that now you have one less precache slot.
Thanks for the replies guys! ;)
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