i think game will crashed if you ask the engine to calculate more than 100% of the limit fixed, so for exemple if you look the entire map in noclip, that a problem.
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What error did it show when game crashed? If it was "ED_Alloc: no free edicts!" Then you have too many dynamic entities in your map.
Source for this: TF2maps.net
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func_details also dont count as they are converted to world geometry after VIS calculations have been made. When I was creating nd_russia for nuclear dawn years ago, I personally emailed the lead coder at Valve about going over the limit, and he pretty much said what im saying now. I can't however speak for the L4D engine, things could have changed drastically since the ep1 source engine.
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I agree with this, but for the compilation, func_details count as entity an brushes and it's really a problem for big very brush based map

(Or if it's not, my world will falls away)
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Quote from 3Dnj
I agree with this, but for the compilation, func_details count as entity an brushes and it's really a problem for big very brush based map
(Or if it's not, my world will falls away)Like I said the compiler report is not always accurate, it will report all static props, overlays and func_details as entdata even though they are converted into world geometry when the compile is complete (func details are stripped out during VBSP/VVIS and then replaced for lighting pass in VRAD) , which is why they shouldnt really count towards the entdata limit and is why it's only there as a guideline. Of course having loads of static props and overlays still consumes gpu time (i.e. draw calls) but if your map runs well and isn't 600mb in size then I dont see why it would be a problem.
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there's a post by robin walker on the VERC wiki saying entdata was a rough guideline set for HL2, so i think it's safe to go to 125%+ even if it's better to keep it low. it basically stores information about entities, rather than how many you have, so longer targetnames, more I/O etc have the biggest effect.
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Stunning stuff The Surgeon! I advice you to turn some of your brushs as displacements such as the street. Displacement will allow you to add quite cool detail on it. That would take much more to load the map then it will cost low performance to be displayed in game.
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1st map is almost done, just 4 more buildings and then the 3d skybox to finish. the problem is i have 72 brushes left to do it with, and the map wont compile if i go over, so i'll need to convert a lot of stuff into props.
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Looking good surgeon, streets still feel a little bare though. You don't feel like there's been a panic because of the zombie outbreak.
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Use Propper to convert your brushes into props... haven't used it personally, but it seems pretty straightforward to me.
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Quote from Campaignjunkie
Use Propper to convert your brushes into props... haven't used it personally, but it seems pretty straightforward to me.http://developer.valvesoftware.com/wiki/Propper
aye, I was going to recommend this also. Anyway your map looks stunning mate, really nice lighting and detailing that raises the bar way above Valve's stuff! (although I agree that there could be more trash/bodies/etc in the streets)
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This map is looking beautiful!
My only worry is that there's a lot of areas bathed in light. Light is usually employed to guide players through L4D maps, so it may confuse things a little. Either way, I love the look of this.
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surgeon that's awesome. i love the color palette you chose for the map. but i agree with the others that said it looks too clean. go watch cloverfield and then look at your map again

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first map is done apart from one shopfront prop and the 3d skybox. every illuminated sign was made with a brush border, so i've remade them all including the alpha masks to save some performance and brush count.
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Holy macarony, that looks super nice!
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Looks fantastic as always. I hope the cluttered streets don't make the game play too frustrating though.
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You never cease to impress me!
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Sweet! it's been really nice seeing the progress on this as well. Turned out great.
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That looks really cool.
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Very nice atmosphere. Keep up the good work :wink:
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