Too many entities

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">I need help with line of sight blocking</div>Here's a section from my map NS_NEXT.

I get the too many entities in visbile packet list error, when standing in the red area.

Just below this hallway is the edge of the WC grid, so I have very little leeway in that direction.

Can anyone suggest a solution that doesn't involve removing entities?

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    chrome, could you do me a favour and post another pic of it with walls and floors shaded...it's a little confusing
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    are those crates on the left side? You could tie all of them to a single func_wall instead of separate ones, unless you've done that already.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Hanz: I've shaded the floors in grey, some halls slope down from left to right, so that it's almost level over level in the room in the right.

    DB: There are crates in the left hand room but I have chosen to leave them as world brushes (not touching the floor).  The pink squares you can see in the left room are infestation and they are combined entities where the total size is less than 384 units.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Ah... you'll be needing the picture then...
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Here are some views from the ground, with gl_wireframe set to 2.

    SmokeMasta : A door is an entity, it will make this issue worse not better.  Thanks for trying.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Blocking engine visibility will not help you, the visible packet list holds entities that would never be drawn if they were standard world brushes. You just have to reduce their numbers in all directions.

    - Named light and light_spot entities
    - Env_sprites, env_glows
    - Particle systems
    - Large entity brushes that are in more than one vis chunk

    I'm getting the error too, no matter where I am in the map, so I'll just have to remove all the glows I have around lights to remain consistent.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'll try taking out the spotlights and env_glows, I don't think they'll be too badly missed.  I no longer have any large brush entites, following some of Yama's earlier advice I split them up.

    Why would sprites always be calculated?

    [Update]
    That worked, thank you so much Yamazaki.  

    This gives me so much more respect for Ken20Banks map, which appears to be illuminated entirely with spot lights.
    [/Update]



    <!--EDIT|ChromeAngel|May 20 2002,20:01-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Chromeangel, it's not the spotlights which are the problem.  It's that if you give the light or spot light a name, then it gets put in the visible entity packet.  All normal light entity get culled out by Zoner's Tools, or something fancy like that.
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