Hi all,
I’m making a new map (with snowterrain) and I added some snowrocks models…
But is there a max. limit of those models? How many can I place of those?
And the same question for trees…
What’s the max. limit for trees?
Softwar 
Hi all,
I’m making a new map (with snowterrain) and I added some snowrocks models…
But is there a max. limit of those models? How many can I place of those?
And the same question for trees…
What’s the max. limit for trees?
Softwar 
I think this depends on how you add them: If you are using misc_gamemodels, that game can cache them and I think that is what you want. If not, and the status of the models needs to be communicated over the network, the limit is 256 - however a lot of other stuff also counts so the limit may be lower.
You may add a couple of the same trees to your map and then after the bsp has been compile, run q3map2 with the -info switch. It will give you some information about your map. What you should be looking for is a line like this:
----- snip ------
Abstracted BSP file components (*actual sizes may differ)
168 models 6720
----- snip ------
Here I have 168 models, so there is some room up to the 256.
Now try adding a couple more of the same trees, and then check if the number is increasing. Hopefully it will not.
I’m using misc_gamemodels, and I always use the same model…
Good?
:bored: Softwar :bored:
Just keep in mind that lots of trees are going to eat up a lot of tris and therefore cause a performance/FPS hit.
There are also hard limits of 1024 runtime entities, and 2048 compile time entities. The runtime limit includes temporary entities like smoke puffs, players, gibs etc…
/entitylist
will show you a numbered list of runtime entities. misc_gamemodels are runtime, misc_models get baked into the BSP, and so are compile time, AFAIK. This also means that misc_models will not be sent over the network, so for completely static models, they should be used instead of misc_gamemodels. Foliage also gets baked into the BSP, so that might be something to think about if you want a lot of trees.
Of course, unless you are very careful with vis, you will kill your FPS long before you hit these limits.