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 G.Ballblue on Sat Aug 7th 2004 at 3:51pm
G.Ballblue
1511 posts
Posted 2004-08-07 3:51pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Breakable objects can give you this problem all the time. To many breakables, and they dissapear!

Strangely enough, breakables are very picky with about how many are in a map. If you tie them to some kind of scripted scenario, they tend to show up no matter what .
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 G.Ballblue on Mon Aug 9th 2004 at 3:15pm
G.Ballblue
1511 posts
Posted 2004-08-09 3:15pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
ReNo said:
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.
HELL NO!

Well.. Okay. Sorry. I overacted :] I really don't know as far func_walls and other entities go, so tying them together might fix it :\ But DO NOT do that with func_breakables. If those are the visual problems. I have tons of expereince with them, and tying them together with this kind of visual problem just makes it worse.

Also: aRe YoU rUnNiNg In OpEn Gl ??? :razz: Opengl has the tendency to fix this sort of problem :razz:
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 G.Ballblue on Mon Aug 9th 2004 at 8:29pm
G.Ballblue
1511 posts
Posted 2004-08-09 8:29pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Alien_Sniper said:
[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.
Or you could just change to the valve.rad :razz:
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.