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#431860 - 10/25/13 09:08 wmb compilation questions
sivan Offline
Expert

Registered: 03/07/11
Posts: 3131
Loc: Budapest
hi

1) is there a distinct limit of entity and polygon quantity of a wmb level? in case of larger levels I can easily run into these limitations, resulting in no compilation, so I lose the fast wmb loading of my levels. I need no lightmapping, just simply put there some thousands of models where they are. maybe subdividing it and creating more wmb levels and loading them one by one by ent_create? (for example: one for terrain + building and vegetation models, and another few ones for grass models)

2) is there any difference between creating a $$m file for a simple and a bsp map? I get an error message when selecting bsp, but with simple map it works fine (probably simple map is better for my large open levels anyway).

thanks.
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#431872 - 10/25/13 13:14 Re: wmb compilation questions [Re: sivan]
jcl Offline

Chief Engineer

Registered: 07/22/00
Posts: 26372
Loc: Frankfurt
As to my knowledge, there are limits to the BSP complexity and to the lightmap size. But there should be no entity limit.

The $$M contains no BSP info, but you should be able to open a $$M file and create a BSP level from it.

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#431994 - 10/28/13 09:37 Re: wmb compilation questions [Re: jcl]
sivan Offline
Expert

Registered: 03/07/11
Posts: 3131
Loc: Budapest
hi

here is a little sample http://www.mediafire.com/?5cwp4inim739fsi provoding the following error message (test_complie2.$$m containing approx. 11007 entities):

Code:
-dialog test_compile2.$$M -pal test_compile2palette.pcx -az 315 -el 50 -sunrgb 58 58 58 -ambrgb 19 19 19  -fog1 100 100 100  -fog2 19 39 100  -fog3 100 19 19 -noportals -hiprec -writelog -mesh -mergeacross -solidsky -nodetail -preview -threads 4 -gamma 1.50 -phongangle 120  -lmambient 25  -sizeshaded 996 -sizeflat 996 -sizeturb 996 -litres 0.01 -litcomp 0.50 -litmax 196 -litscale 0.50 -radsubdiv 255 -radbounce 0 -noportals -nobsp -bound 56000 -fat 64  48  8  -narrow 32  32  0  
WMP to WMB Compiler V7.35 (WMB7) [CPUs: 4]
 Report mode: DEFAULT

Initialize map  ... [Load map] ... 
------ CRITICAL ERROR ------
 
E604: Map size - too many entities
Press any key...

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#432005 - 10/28/13 14:50 Re: wmb compilation questions [Re: sivan]
jcl Offline

Chief Engineer

Registered: 07/22/00
Posts: 26372
Loc: Frankfurt
Yes, I've just learned that there is indeed a 10,000 entities limit per WMB file. We can increase that limit, but can't you create the entities in a different way? If they are vegetation, you can use f.i. a seed map for creating them. Normally such a number of entities is not placed manually.

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#432011 - 10/28/13 15:55 Re: wmb compilation questions [Re: jcl]
sivan Offline
Expert

Registered: 03/07/11
Posts: 3131
Loc: Budapest
they are auto placed in my editor, and exported as $$m. currently I save them in a custom format, and reload them by using ent_create(), which is much slower than level_load(), even if I have to cycle through all entities after wmb loading to set some parameters not stored by wmb (clipping, bounding boxes etc.). the current method is okay for storing them during development, but it would be great to have an increased max entity quantity for in-game loading, as today pc-s can provide high enough performance in this way (if close clipping is used).
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#432013 - 10/28/13 16:07 Re: wmb compilation questions [Re: sivan]
sivan Offline
Expert

Registered: 03/07/11
Posts: 3131
Loc: Budapest
...and in case of only 3000 tree models (and a terrain) I get the following:

------ CRITICAL ERROR ------
E011: Map size - too many objects
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#432042 - 10/29/13 13:53 Re: wmb compilation questions [Re: sivan]
Iglarion Offline
User

Registered: 07/09/04
Posts: 775
Loc: Serbia
I have same problem when i place over 3000 entites in one map.
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#472973 - 06/04/18 08:09 Re: wmb compilation questions [Re: Iglarion]
Emre Offline
Senior Member

Registered: 07/28/07
Posts: 478
Loc: Turkey, izmir
I have same problem when i place over 2790 entites. That's odd.



i don't think this is about 10000 entities limit. This must be something else. Because when i build it from wed, there is no problem with 2790+ entities. But when i build it from ingame, i get an error.

and i don't see much difference between wed build and ingame build;

Code:
wed build
{ //model
	7
	-1605.425049 -717.817017 93.505997
	286.072205 0 0
	0.8 0.8 0.8
	mrocktoplu.mdl
	mrocktoplu.mdl
	rockfunc_nomirror
	0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
	00000100000000000000000000000000
	0
	50
	0
	0
	rock_mat_nomirror
}


//ingame build
{ //model
	7 
	-1605.425 -717.817 93.506 
	286.072 0 0 
	0.800 0.800 0.800 
	mrocktoplu.mdl
	mrocktoplu.mdl
	rockfunc_nomirror
	0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
	00000100000000000000000000000000
	0 
	50 
	0 
	0 
	rock_mat_nomirror
}



Any ideas?



Edited by Emre (06/04/18 12:14)
Edit Reason: 1790-->2790
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#472981 - 06/05/18 01:51 Re: wmb compilation questions [Re: Emre]
rayp Offline

X

Registered: 07/31/08
Posts: 1901
Loc: Germany
Try to set
Code:
max_entities

in main function. Before spawning ents at runtime and before level load this var must be set.
Default set is 10times your nexus.

I had this prob with grass models placed via seed map. So i set this var and all was fine. I used 30.000ents for testing, now around 12.000 grass models.

edit:
Guess u guys talking only about "hand-placed" models in WED / map editors. I was talking about runtime creation. So my post wont help much laugh

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#472985 - 06/05/18 15:05 Re: wmb compilation questions [Re: rayp]
Emre Offline
Senior Member

Registered: 07/28/07
Posts: 478
Loc: Turkey, izmir
Yes. There is no problem about runtime creation. Problem arises when compiling.

There is a workaround for this. i just saved $$m file but not compile it. After that, i've opened it with wed then compiled it from wed.

But still i wanted to know the cause of the problem. Compiling with wed each time is a waste of time.

Edit: i found the problem. it's about entity type. (3 or 7). It was caused by a mistake in my code.


Edited by Emre (06/06/18 09:37)

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