Limits Request


(Mr_Tickles) #1

At the moment I have a rather large map, I jumped in at the deep end a bit…
I had exceeded the number of brushes that I could use and so reduced the size of the terrain from easygen to solve it.

What I was wondering… would it be possible please to post the limits to the number of brushes, the number of entites and so on. As a mapper I would find it very helpful to know within what boundaries to stay. Also, would it be possible for a mod to alter these limits?


(MadJack) #2

Brushes: 32768 that I know. As for the rest, you’d have to check q3map2 and/or ET source.


(phobos) #3

At this point you’ll definitely want to convert non-structural elements and decorations into .ase models, then insert then with a misc_model entity. The poly culling will be much better anyhow.

Use patches where you can to replace curved halls, etc. And always use -meta.

Man, I can’t imagine what this beheamoth must look like, a few screens maybe?


(MadJack) #4

I’m at 21 123 brushes right now. Still some brushes to make but I don’t think I’ll get to 25K that’s if I get more than 22-23K.

Though of those brushes, you can count, I think 18 000 for the terrain.


(Mr_Tickles) #5

Yeah, it was the terrain that was the biggest bit, that went over pretty much straight away. When I first got Radiant and Easygen I thought it would be good to make the biggest map I could, mainly because I find the sniper rifles zoom doesn’t get much use. (I can still line it up with enemies on fuel dump without having it zoomed and find it more efficient over having the thing fully in). So… I went for the biggest heightmap image easygen could handle. The map is also outdoors, and you can see from pretty much one side to the other. I need to think of some ways to divide the map up while not making a huge wall in the middle (hmmm, there already is, but it isn’t as tall as the z-axis). I’m going to continue with it though until I find problems and then I’m going to simply hack out parts of the map using easygen (just going to alter the heightmap and keep in things where i’ve built).

No screenie’s yet as I have built pretty much sod all, but you can check some developing ones at the link in my sig. (The ones towards the bottom, (site hasn’t been sorted out yet))


(MuffinMan) #6

here are some limits of the engine - although some might have changed a bit since ET:

define MAX_MAP_MODELS 0x400 = 1024#define
MAX_MAP_BRUSHES 0x8000 = 32768#define
MAX_MAP_ENTITIES 0x800 = 2048#define
MAX_MAP_ENTSTRING 0x40000 = 262144#define
MAX_MAP_SHADERS 0x400 = 1024#define
MAX_MAP_AREAS 0x100 = 256#define
MAX_MAP_FOGS 0x100 = 256#define
MAX_MAP_PLANES 0x20000 = 131072 #define
MAX_MAP_NODES 0x20000 = 131072#define
MAX_MAP_BRUSHSIDES 0x20000 = 131072#define
MAX_MAP_LEAFS 0x20000 = 131072#define
MAX_MAP_LEAFFACES 0x20000 = 131072#define
MAX_MAP_LEAFBRUSHES 0x40000 = 262144#define
MAX_MAP_PORTALS 0x20000 = 131072#define
MAX_MAP_LIGHTING 0x800000 = 8388608#define
MAX_MAP_LIGHTGRID 0x800000 = 8388608#define
MAX_MAP_VISIBILITY 0x200000 = 2097152#define
MAX_MAP_DRAW_SURFS 0x20000 = 131072#define
MAX_MAP_DRAW_VERTS 0x80000 = 524288#define
MAX_MAP_DRAW_INDEXES 0x80000 = 524288

// key / value pair sizes in the entities lump

#define MAX_KEY 32
#define MAX_VALUE 1024
#define MIN_WORLD_COORD ( -65536 )
#define MAX_WORLD_COORD ( 65536 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )


(MuffinMan) #7

the max world coords have changed for sure - in rtcw patches were unclipped at a distance of 12000 units from the center, this has been solved according to ydnar - before you reach the 32000 brushes you will run into numerous other problems though (which I had to learn as well)


(neotic) #8

Geez I thought I was mapping too much… im at 5678 brushes without terrain… well see how terrain adds to that once i delete the unneeded terrain :smiley:


(Mr_Tickles) #9

Brilliant! Thank you MuffinMan. This thread is going in my mapping favourites.


(MadJack) #10

Mr_Tickles, you will have VIS problems with a map of that size if you don’t try to cut sight. It’ll take days to compile full vis and if you do a fast vis, older cards won’t be able to do much. Even then, full vis and fast vis won’t make much difference since there’s nothing stopping from viewing the other side of the map.

How many tris do you get when viewing the map from one corner to the other? I think this is probably an issue right now.


(Mr_Tickles) #11

What’s the tris command? I think I tried it before but didn’t get it to work, probably didn’t use the correct string.


(MadJack) #12

/r_showtris 1 will draw the tris
and /r_speeds 1 will print the tris number displayed on the screen at the same time.

As a comparison, my map has 60K with no vis at all at the hightest point in one corner looking at the other side of the map.
Full vis from player position to opposite corner gives me about 30K tris.

Those numbers are high I might add.


(Mr_Tickles) #13

Ok, this is what I have, no idea what exactly it is, but that is what I have… I can see Vertexes which is kinda obvious, I guess the leafs are the surfaces of each brush… but apart from that…

Oh, and the stuff there is just the rough plan of what I had in mind.

Another question… does it matter about the scale of the map for it’s performance, I mean if radar was scaled up to three times the size or more, even though it would look pretty stupid, would the performance be affected at all seen as though there would still be the same amount of brushes etc… I wonder if anyone has scaled Goldrush up a few multiples, I reckon it still could be played, although getting the gold off the bank table may call for a bit of stacking. Just imagine the tank! Wow! Little people repairing a thing that size!


(MadJack) #14

If you want those tris count to be displayed in the game area instead of the console type: /com_drawnotify 1 iirc.

32 K is not that high. I was expecting something higher but let’s not forget that player models have 5 or 6K each (iirc) so if you have lots of players that tris count will be much much higher.

r_showtris should be 2 not 1. My bad. 1 shows the tris being drawn that are not occluded but the engine still draws some of the occluded surfaces. That’s where VIS/PVS is very important. If you have a structure in the mountain with no vis, the engine will draw that part even if it’s not in the PVS (PVS = Potential Visible Surfaces iirc). Or, simpler, no VIS = everything is drawn in the map no matter where you are or what is in-between. I’m sure someone will correct me if I’m wrong or there’s a missing part. :slight_smile:

As for your question, I’m not sure but I can try to make an educated guess. From what I know, scaling will not split brushes, it will only scale X/Y/Z so my guess is you’d probably get about the same number of tris but with bigger brushes. Also you still could scale all the map without scaling the models giving you a normal size tank or whatever in a huge terrain.

For those not knowing: tris = triangles :slight_smile:


(MuffinMan) #15

the layout seems pretty dangerous to me as far as vis is concerned - I don’t see many structures to block vis there, especially if the player can walk around the whole thing and in the whole area

if somebody stands in the middle he might see the complete map, this would probably be a fps-killer


(ratty redemption) #16

couldn`t Mr_Tickles then use fog culling in that case?


(Mr_Tickles) #17

Yeah, don’t worry, I’m either gonna hack a load out, or start again. The fog option would be the perfect answer, but I wanted to get a good field of view for using scoped weapons at their max zoom.

Also, interesting stuff I’ve come across:

  1. I can’t get the mapcoordsmins and mapcoordsmaxs big enough, limbo crashes if I do it at the size of the map, and only works if I have them smaller, at the moment I have +/-5000^2 (which is about half the size I dread to say). Haven’t tested out the max for that though, might be a good idea to, so that I get the max map size for the command map, and just incase I want to go for another biggie :slight_smile:
  2. Field ops Arty strikes have a limited distance, I don’t know whether this is to do with the tracemap or not. However, I did open the tracemap in Photoshop and it was 256x256 pixels which translates to about +/-5000 on the map units, therefore I’m guessing that the tracemaps size is determined by the size of the command map co-ords. Actually, now that I remember, I was able to call arty strikes before I generated the tracemap, and still had the limited range, however it could have just taken the CM co-ords.
  3. Rifle grenades go nearly as far as mortars if angled correctly, it’s true, having an open terrain helps you figure that one out.

(Softwar) #18

Hi Everyone,

I’m getting the Max_map_leaffaces ERROR :banghead:

I searched a bit on google and i found some info that says that i have to make my map smaller…But I really can’t do that!

This is my mapinfo-list =>>>

Total Brushes: 13380

Total Entities: 492

Net Brush Count: 12015

Is 13380 Brushes To much or what???

Please Help me with this!!!

:banghead: Toiletman :banghead:


(thegnat) #19

Maybe you just have too many structural brushes in your map, that cause BSP splits and cause the leafface error. Make small things and not VIS-blocking structure ‘detail’.


(ydnar) #20

Do you have a lot of complex misc_models?