Too many inline models


(2Bit) #1

I’m working on a map that has a lot of models, triggers, script_movers and other entities. It compiles fine in Radiant, but will sometimes fail when finished loading in ET with “Too many inline models” and some number, just over 256, which I assume is the limit number.

The error is not necessarily complaining about “models” like MD3s, as I’ve found that by removing some triggers the map will then play ok. Then later when I’ve added some script_movers and func_explosives I get the error back again.

As each compile is 90 mins I’d like to know what entities I should be trying to avoid or cut back on, so that I don’t keep wasting so much time on compiles that are apparently fine but result in an unplayable BSP.

Does anyone know precisely what causes this error?

Many thanks in advance for any help


(thegnat) #2

http://www.splashdamage.com/index.php?name=pnphpbb2&file=viewtopic&t=4479&highlight=inline+models


(Ifurita) #3

Do you have a ton of breakable windows?


(2Bit) #4

No only 6 breakable windows! But I just followed the link given by thegnat to a discussion you had about a year ago on the same topic, and this figures with what I was experiencing: as I added/subtracted triggers, script_movers, func_explosives my map was teetering under/over the 256 inline model limit.

I have a lot of script_movers in particular in this map: a controllable 88mm, 3 trains, a truck, etc etc etc plus 8 tanks (all with clipping of course) and a fair helping of func_explosives, so I guess I’ll just have to go round the map trimming here and there to get a bit of a margin under the 256 limit. Rats.

Anyway, I’m glad I now know what’s causing this grief and what I need to do to get around it, so a big thank you for replying so promptly to my question.

Plus while I’m on the subject, I can thank you in person for your tutorials, which helped me stay sane while I started to learn ET mapping. In fact I put a “Thanks” to you on the Command map of my first production, The Breakout (www.pythononline.co.uk/et), but I’m glad to be able to repeat that now that I’ve bumped into you.

Cheers! :drink:


(Ifurita) #5

:slight_smile:

BTW, there is another map called Breakout_ET (Normandy Breakout) floating around too


(Softwar) #6

Does a func_rotating also count as a inline model?

Because I get the same error :disgust:

ps. I only have 1 model in my map (book.md3)


(thegnat) #7

To summarize the thread, linked in my first reply, for some lazy forum readers:

That should really clear up ANY questions.


(Oxygen - o2) #8

tell us more :banana:


(2Bit) #9

Hi Oxygen, quick reply to your query on the 88mm:

I’m just completing the creation of another map, TankBuster, in which the players can aim and fire an 88mm by using control levers. The principal target would be the Allied Truck as it wends its way along the road, but the Axis can choose to aim at targets of opportunity.

The Allied objective in this map is to destroy 8 Jagdpanthers. The map should be ready in a couple of days - I’ve put some prelim screenshots at http://www.pythononline.co.uk/et


(No1_sonuk) #10

I’m intrigued. How are you making the gun fire?


(2Bit) #11

When the player pulls the fire lever (only enabled if the gun has not been destroyed, it’s not re-loading and not mid-swing to another target) I put a puff of smoke at the tip of the gun barrel, make a gunfire sound, and alert a target_effect at the target location. Then disable the fire lever while “re-loading” takes place. Simple enough but it looks convincing in action!


(No1_sonuk) #12

Oh, OK. You gave the impression that it wasn’t fixed target locations.


(2Bit) #13

Oh yeah, they can aim it, but only to where I’ve made provision for it! Fraid it’s not as freewilled as swinging the MG42 about :frowning: