too many entities visible pack list

too many entities visible pack list

Re: too many entities visible pack list Posted by Your Dead on Fri Aug 6th 2004 at 9:06pm
Your Dead
23 posts
Posted 2004-08-06 9:06pm
23 posts 82 snarkmarks Registered: Apr 12th 2004 Occupation: Computer Tech and Business Owner/Nerd Location: Oakhurst
ok this if the problem after compiling the map and doing a play teat I go to this one area in the map and all the entities disappear. There aren't any errors on the compile list :mad: .... Does anyone have any ideas about this or have seen this error. If you would like the bsp to see what I'm talking about the map is called cellblock2.
Re: too many entities visible pack list Posted by Gorbachev on Fri Aug 6th 2004 at 11:32pm
Gorbachev
1569 posts
Posted 2004-08-06 11:32pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
You have too many entities visible at some point in the map. You either aren't running a full VIS or you just plain have too many entities in view at one time. I get this problem with dod_belfort at any time I use less than full VIS. No VIS or fast VIS warrants this error almost constantly.
Re: too many entities visible pack list Posted by 7dk2h4md720ih on Sat Aug 7th 2004 at 12:09am
7dk2h4md720ih
1976 posts
Posted 2004-08-07 12:09am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Post your compile log anyway, you might be missing something.
Re: too many entities visible pack list Posted by Your Dead on Mon Aug 9th 2004 at 1:33am
Your Dead
23 posts
Posted 2004-08-09 1:33am
23 posts 82 snarkmarks Registered: Apr 12th 2004 Occupation: Computer Tech and Business Owner/Nerd Location: Oakhurst
Here is the log file for this map...

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "c:\program files\valve hammer editor\maps\cellblock2"

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering c:\program files\valve hammer editor\maps\cellblock2.map
CreateBrush:
(11.73 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.78 seconds)
Using WAD File: \sierra\half-life\gearbox\zeditor.wad
Using WAD File: \sierra\half-life\gearbox\opfor.wad
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Embedding textures from WAD File [\sierra\half-life\gearbox\zhlt.wad] into BSP
Using WAD File: \sierra\half-life\gearbox\tfc2.wad
Using WAD File: \sierra\half-life\gearbox\storm.wad
Using WAD File: \sierra\half-life\gearbox\morbwad.wad
added 9 additional animating textures.
Texture usage is at 1.11 mb (of 4.00 mb MAX)
17.59 seconds elapsed

----- END hlcsg -----

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "c:\program files\valve hammer editor\maps\cellblock2"

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\cellblock2.prt'
10.67 seconds elapsed

----- END hlbsp -----

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe "c:\program files\valve hammer editor\maps\cellblock2"-full

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

2193 portalleafs
6404 numportals
BasePortalVis:
(15.59 seconds)
LeafThread:
(2661.47 seconds)
average leafs visible: 414
g_visdatasize:280278 compressed from 603075
2677.31 seconds elapsed [44m 37s]

----- END hlvis -----

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe "c:\program files\valve hammer editor\maps\cellblock2"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

10608 faces
Create Patches : 59503 base patches
0 opaque faces
620899 square feet [89409536.00 square inches]
51 direct lights

BuildFacelights:
(49.61 seconds)
visibility matrix : 211.0 megs
BuildVisLeafs:
(412.55 seconds)
MakeScales:
(246.13 seconds)
SwapTransfers:
(98.30 seconds)
Transfer Lists : 112709668 transfers
Indices : 59927184 bytes
Data : 450838672 bytes
GatherLight:
(9.16 seconds)
FinalLightFace:
(7.31 seconds)
825.66 seconds elapsed [13m 45s]

----- END hlrad -----
Re: too many entities visible pack list Posted by Gorbachev on Mon Aug 9th 2004 at 5:02am
Gorbachev
1569 posts
Posted 2004-08-09 5:02am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
A good way to prevent this sometimes is combine all the entities in a single area of a single type into one entity.
Re: too many entities visible pack list Posted by Your Dead on Mon Aug 9th 2004 at 7:07am
Your Dead
23 posts
Posted 2004-08-09 7:07am
23 posts 82 snarkmarks Registered: Apr 12th 2004 Occupation: Computer Tech and Business Owner/Nerd Location: Oakhurst
I know this sounds stupid but how and the hell do you do that and why would you put all your entities as one type? Is this a way to trouble shoot this problem? Is there and amount that you can not go over for entities? I even tried to move some of the entities to another location and this still occurs. Any other suggestions. Thanks Gor for the advise and I will try to accomplish this feat in front of me.
Re: too many entities visible pack list Posted by ReNo on Mon Aug 9th 2004 at 7:10am
ReNo
5457 posts
Posted 2004-08-09 7:10am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
He means combine the entities of the SAME TYPE into a single entity if they are near each other. For instance, you might have two func_walls near each other - in order to save an entity you could make both of these into a single func_wall.
Re: too many entities visible pack list Posted by fishy on Mon Aug 9th 2004 at 7:39am
fishy
2623 posts
Posted 2004-08-09 7:39am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
so say a you have a window with 4 seperate panes, and each pane is a func_wall.

hold down ctrl, which allows you to select multiple brushes, and click on each of the four panes. while they are all selected, hit the 'to entity' button. a pop-up box will appear, asking which entity to keep. choose any of them and hit 'ok'. you will have merged four entities to one.
Re: too many entities visible pack list Posted by 7dk2h4md720ih on Mon Aug 9th 2004 at 5:00pm
7dk2h4md720ih
1976 posts
Posted 2004-08-09 5:00pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
Go to that folder and delete lights.rad. Then rename the file valve.rad to lights.rad Now you'll have working texture lights.
Re: too many entities visible pack list Posted by fishy on Mon Aug 9th 2004 at 8:46pm
fishy
2623 posts
Posted 2004-08-09 8:46pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
G.Ballblue said:
Or you could just change to the valve.rad :razz:
change what where?
Re: too many entities visible pack list Posted by ReNo on Mon Aug 9th 2004 at 11:45pm
ReNo
5457 posts
Posted 2004-08-09 11:45pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Change the specified .rad file used by RAD in the compile process. By default it uses lights.rad, but if you use the command "-lights <path>/valve.rad" then it will use that instead.
Re: too many entities visible pack list Posted by Your Dead on Tue Aug 10th 2004 at 5:33am
Your Dead
23 posts
Posted 2004-08-10 5:33am
23 posts 82 snarkmarks Registered: Apr 12th 2004 Occupation: Computer Tech and Business Owner/Nerd Location: Oakhurst
Thank you all for the help i will try this and let you know what occurs. You have all been very helpful and thank you very much.
Re: too many entities visible pack list Posted by Your Dead on Tue Aug 10th 2004 at 9:10pm
Your Dead
23 posts
Posted 2004-08-10 9:10pm
23 posts 82 snarkmarks Registered: Apr 12th 2004 Occupation: Computer Tech and Business Owner/Nerd Location: Oakhurst
Thak you it worked I made all the entites one and fixed my breakable glass and the error message is gone. Thank you so much now maybe we can make this a tut.
Re: too many entities visible pack list Posted by Gorbachev on Wed Aug 11th 2004 at 4:29am
Gorbachev
1569 posts
Posted 2004-08-11 4:29am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Obviously grouping breakables would produce an odd effect, but same with some other stand-alone entities. This is a learning experience and experimentation/discretion can be a great tool towards truly understanding what you're doing both mapping and engine-wise.