Inline Model Limit - Anybody have a count?


(CptnTriscuit) #1

Does anybody know the limit for Inline Models? I cant seem to find it.

-CptnTriscuit

P.S. Goddamnit!


(CooperHawkes) #2

256… found out painfully via trial and error… btw: IIRC also triggers (or was it target_sound???) and func_explosives add to the inline models


(CptnTriscuit) #3

A Pox on the following:

Incline Model Limit
TOI Limit
Remapshader


(CooperHawkes) #4

just for the files (in case someone hit the search function by accident ;-))
256
18
16
are the lucky numbers of today :wink:

and: yes you are right… sometimes they are waaaay to low :frowning:
btw: 18 is a very ugly number… why didn’t they use a nice “round” number like 32? :slight_smile:


(LowLife) #5

Remapshader: Around 28-32 … found out painfully via trial and error… Depends on what version and/or mod youre running on. A tank script uses 24 by itself !!


(CooperHawkes) #6

with 16 (if I remember that number correctly) I meant 16 different “original” textures getting remapped… AFAIK the same remapping sequence doesn’t count against the limit… e.g.
remapshader A B
remapshader A C
remapshader A B
is only two remaps, as the A->B sequence is getting reused by the engine

strange script and engine magic involved here :-/

btw: the watermark of etpro also counts as 1 remapshader :frowning: so you should stay at least 1 below the max count to prevent trouble on some servers using watermarks


(TerraForma) #7

damn :banghead: have to count my “remapshader” commands.


(CptnTriscuit) #8

Yeah the remapshader limit blew the ‘command map score counter’ idea out of the sky for my map.

And I had forgotten all about inline models until now…gotta re-arrange and reduce some things now.

Limits stink. There shouldn’t be any. Also, every computer should have an unlimited amount of memory and processor speed. And my coffee cup should never empty. Who can I see about getting those things taken care of?