Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, Nymphodora, Quad), 919 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
wmb compilation questions #431860
10/25/13 07:08
10/25/13 07:08
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
hi

1) is there a distinct limit of entity and polygon quantity of a wmb level? in case of larger levels I can easily run into these limitations, resulting in no compilation, so I lose the fast wmb loading of my levels. I need no lightmapping, just simply put there some thousands of models where they are. maybe subdividing it and creating more wmb levels and loading them one by one by ent_create? (for example: one for terrain + building and vegetation models, and another few ones for grass models)

2) is there any difference between creating a $$m file for a simple and a bsp map? I get an error message when selecting bsp, but with simple map it works fine (probably simple map is better for my large open levels anyway).

thanks.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: wmb compilation questions [Re: sivan] #431872
10/25/13 11:14
10/25/13 11:14
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
As to my knowledge, there are limits to the BSP complexity and to the lightmap size. But there should be no entity limit.

The $$M contains no BSP info, but you should be able to open a $$M file and create a BSP level from it.

Re: wmb compilation questions [Re: jcl] #431994
10/28/13 08:37
10/28/13 08:37
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
hi

here is a little sample http://www.mediafire.com/?5cwp4inim739fsi provoding the following error message (test_complie2.$$m containing approx. 11007 entities):

Code:
-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...



Free world editor for 3D Gamestudio: MapBuilder Editor
Re: wmb compilation questions [Re: sivan] #432005
10/28/13 13:50
10/28/13 13:50
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Yes, I've just learned that there is indeed a 10,000 entities limit per WMB file. We can increase that limit, but can't you create the entities in a different way? If they are vegetation, you can use f.i. a seed map for creating them. Normally such a number of entities is not placed manually.

Re: wmb compilation questions [Re: jcl] #432011
10/28/13 14:55
10/28/13 14:55
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
they are auto placed in my editor, and exported as $$m. currently I save them in a custom format, and reload them by using ent_create(), which is much slower than level_load(), even if I have to cycle through all entities after wmb loading to set some parameters not stored by wmb (clipping, bounding boxes etc.). the current method is okay for storing them during development, but it would be great to have an increased max entity quantity for in-game loading, as today pc-s can provide high enough performance in this way (if close clipping is used).


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: wmb compilation questions [Re: sivan] #432013
10/28/13 15:07
10/28/13 15:07
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
...and in case of only 3000 tree models (and a terrain) I get the following:

------ CRITICAL ERROR ------
E011: Map size - too many objects


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: wmb compilation questions [Re: sivan] #432042
10/29/13 12:53
10/29/13 12:53
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
User

Joined: Jul 2004
Posts: 785
Serbia
I have same problem when i place over 3000 entites in one map.


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: wmb compilation questions [Re: Iglarion] #472973
06/04/18 06:09
06/04/18 06:09
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
User
Emre  Offline
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
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;

Code:
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
Re: wmb compilation questions [Re: Emre] #472981
06/04/18 23:51
06/04/18 23:51
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
Try to set
Code:
max_entities

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 laugh

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;
Re: wmb compilation questions [Re: rayp] #472985
06/05/18 13:05
06/05/18 13:05
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
User
Emre  Offline
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
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.
Page 1 of 2 1 2

Moderated by  old_bill, Tobias 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1