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Re: wmb compilation questions
[Re: jcl]
#431994
10/28/13 08:37
10/28/13 08:37
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
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OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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hi here is a little sample http://www.mediafire.com/?5cwp4inim739fsi provoding the following error message (test_complie2.$$m containing approx. 11007 entities):
-dialog test_compile2.$$M -pal test_compile2palette.pcx -az 315 -el 50 -sunrgb 58 58 58 -ambrgb 19 19 19 -fog1 100 100 100 -fog2 19 39 100 -fog3 100 19 19 -noportals -hiprec -writelog -mesh -mergeacross -solidsky -nodetail -preview -threads 4 -gamma 1.50 -phongangle 120 -lmambient 25 -sizeshaded 996 -sizeflat 996 -sizeturb 996 -litres 0.01 -litcomp 0.50 -litmax 196 -litscale 0.50 -radsubdiv 255 -radbounce 0 -noportals -nobsp -bound 56000 -fat 64 48 8 -narrow 32 32 0
WMP to WMB Compiler V7.35 (WMB7) [CPUs: 4]
Report mode: DEFAULT
Initialize map ... [Load map] ...
------ CRITICAL ERROR ------
E604: Map size - too many entities
Press any key...
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Re: wmb compilation questions
[Re: Iglarion]
#472973
06/04/18 06:09
06/04/18 06:09
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
User
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User
Joined: Jul 2007
Posts: 619
Turkey, Izmir
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I have same problem when i place over 2790 entites. That's odd. i don't think this is about 10000 entities limit. This must be something else. Because when i build it from wed, there is no problem with 2790+ entities. But when i build it from ingame, i get an error. and i don't see much difference between wed build and ingame build;
wed build
{ //model
7
-1605.425049 -717.817017 93.505997
286.072205 0 0
0.8 0.8 0.8
mrocktoplu.mdl
mrocktoplu.mdl
rockfunc_nomirror
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
00000100000000000000000000000000
0
50
0
0
rock_mat_nomirror
}
//ingame build
{ //model
7
-1605.425 -717.817 93.506
286.072 0 0
0.800 0.800 0.800
mrocktoplu.mdl
mrocktoplu.mdl
rockfunc_nomirror
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
00000100000000000000000000000000
0
50
0
0
rock_mat_nomirror
}
Any ideas?
Last edited by Emre; 06/04/18 10:14. Reason: 1790-->2790
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Re: wmb compilation questions
[Re: Emre]
#472981
06/04/18 23:51
06/04/18 23:51
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
X
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X
Joined: Jul 2008
Posts: 2,107
Germany
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Try to set in main function. Before spawning ents at runtime and before level load this var must be set. Default set is 10times your nexus. I had this prob with grass models placed via seed map. So i set this var and all was fine. I used 30.000ents for testing, now around 12.000 grass models. edit: Guess u guys talking only about "hand-placed" models in WED / map editors. I was talking about runtime creation. So my post wont help much Greets
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: wmb compilation questions
[Re: rayp]
#472985
06/05/18 13:05
06/05/18 13:05
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
User
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User
Joined: Jul 2007
Posts: 619
Turkey, Izmir
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Yes. There is no problem about runtime creation. Problem arises when compiling.
There is a workaround for this. i just saved $$m file but not compile it. After that, i've opened it with wed then compiled it from wed.
But still i wanted to know the cause of the problem. Compiling with wed each time is a waste of time.
Edit: i found the problem. it's about entity type. (3 or 7). It was caused by a mistake in my code.
Last edited by Emre; 06/06/18 07:37.
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