CG_RegisteGraphics: Too many inline models: 259 WTF?


(Ifurita) #1

Sorry for all the questions, but I made a few changes to my map, tried to add a constructable and a spawn flag, did a simple -meta compile and I got the above error when I tried:

/devmap zeppelin

i hadn’t added any models from the last time i compiled and tested in-game

Any idea what causes this and how it can be fixed. I could find a reference to it using search or at WolfensteinX

Thanks


(damocles) #2

I’m gonna hazard a giuss and say you have too many dynamic (misc_gamemodel) models being used. I guess the limit is probably 256. I have no idea if that includes player models, weapons models etc though.


(Ifurita) #3

What’s the limit on the number of entities you can have?


([rD]MrPink) #4

A LOT.


(Ifurita) #5

Oddly enough, I have one version of the map where everything compiles and loads up fine. Another version of the map, where the only difference is that I copied and moved over 7-9 panes of glass, compiles fine, but then pops the above error when I go to load the game


([rD]MrPink) #6

Then maybe this has something to do with too many brushes on the same Axis?


(damocles) #7

Nah, I don’t even think there is a too many brushes on the same axis error. Unless you mean winding, but it’s not that.

The entity limit is 1024, but that includes in-game stuff like players etc. The general consensus (this was discussed ages ago) is that you should aim for around 600-700 at the absolute maximum. Remember that lights, misc_models and info_nulls don’t count, but practically everything else does.


(digibob) #8

Inline models are entities that are brush based, not point based.


(damocles) #9

Then that would be those hundreds of windows you have all over your map iffy. Ouchy. Tough break. Time to start filling in a few gaps in the walls then :confused:


(Ifurita) #10

Hmmmm, that’s what I was beginning to think. So …

  1. How do you get a count of inline entities? I guess I can just search around and look for the light blue brushes
  2. If I click on a window, and delete the keypair func_explosive, does the count actually drop by one, or do they still exist somewhere.
  3. I actually fixed the glass problem on the forward hanger by selecting all the panes, ungrouping it, then manually rekeying each pane (vs. the delete and copy from the rear gondola method yesterday) - this worked
  4. Yeah, I had planned on eliminating some of those windows.

In summary, inline models would be things like windows (func_explosive), doors (door_revolving), constructables (func_constructible), and grates (func_explosive) … right?


(digibob) #11
  1. Er, likely manually, yeah.
  2. removing the classname from an entity is NOT a good idea not, you should move the brushes into the worldspawn entity
  3. Um?
  4. Good idea :stuck_out_tongue:

and yes to your summary, and also includes triggers, etc…


(Ifurita) #12

thanks - does this limit also include vehicles and objects in the /maps/models folder?

Cheers


(digibob) #13

ANYTHING you build from brushes that aren’t part of worldspawn.


(Ifurita) #14

here’s a real stupid question. If I were to delete a bunch of window entities (func_explosive). You mentioned moving them to worldspawn. Could I just highlight them all, backspace, and delete them? I was just curious as to why you specified moving them to worldspawn. Once they are in worldspawn, what happens to them, say, if I wanted to re-enable them?

Thanks for putting up with all my n00b questions


(damocles) #15

Worldspawn is just solid brushes. Moving them back to worldspawn (the only way to do so is ungroup entity) would leave solid, unbreakable windows. This however is probably preferrable to no windows. Slap the safety glass texture on there (sfx folder) to make them look more like they could survive a few shots.


(Ifurita) #16

ah, thank you for clearing up that point of terminology for me


(sock) #17

You should be careful with the amount of “func_explosive” entities around a map. While developing some of the maps we had to reduce the amount that could be destroyed close together. Plus the amount the of debris which is generated can cause problems with network traffic. You only need to have a hand grenade next to 20 func_explosive windows to cause some issues.

Destroyable stuff can be fun in a MP map but you only need to give an impression and put them in the right place. During the testing of Fueldump, countless people enjoyed destroying the fence on the initial road to the bridge. It was just a few entities and that is all it needed to be.

Sock
:moo: