Okay, I think I see now what to do.
So, first thing is to take the many sprites I have for groundcover, plants, etc, and turn them into models... Do I basically just take the tga file and apply it to a block (a simple slab in the case of groundcover), then import as an entity into MED and save as a model? And instead of having, say, 20 of these individual models side-by-side, I should just construct them all as 1 model and place it in my level in areas where they would naturally be in the same vicinity (cluster of similar plants, etc)?
Second, I already have parts of my level pre-built as entities, but they weren't done in a grid, but rather in concentric circles, so I'm guessing that's a frame-rate killer and I should deconstruct those and reconstruct the level so that I can "chunk" the entire level into grid components, that I can then re-assemble in my main level. Does it matter that I also have a bunch of windows, etc, that I'm loading in as entities multiple times into my level? Should those windows be models instead of entities?
And after all that I'll try lowering my nexus.
Many thanks!
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That's just it. You have too many objects in your level for the map compiler to handle. There is, however, quite a few tricks:
1. Break up your level into chunks and build map entities then import the map entities into the engine. I don't know if this'll work solve the problem, but in 6.31.4, entities in a map entity don't show in WED. Use a logical grid or a system you can understand (such as objects within a given room or set of rooms).
2. Don't use a bunch of sprites. Use models and merge everything into one single model (or a model of no more than 5000 polygons). Having tons of entities nearly kills the frame rate turning 500 fps into 2 fps or lower. That's one of the many performance tips. Oh, and have the objects in the same vicinity too rather than scattered all over your level.
As an important note, do not have the nexus much above 200. Unless your target system can handle 500+ MB, I strongly advise you don't go above 200. 100 is high enough for almost any level.