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Posted

i'm just not sure if all the lights it creates count towards the entity limit or what effect it has on performance.

It might be a bit late but yes, they do count in the lights limit.

And it even increases the overall count very fast.

So far, the campaign looks good, I wish I could play it right now !

  • 2 months later...
Posted

decided to switch to l4d2 since it has too many better features not too, even if i don't like the new survivors. i'm trying to detail all the buildings in the shopping district, i don't know enough japanese to come up with enough store-front signs, notices, names etc though so some look a bit too bare for now.

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  • 3 weeks later...
Posted

i'm at 93% entdata now, and about the same with brushes so finishing this is going to be interesting. i've visgrouped a lot of sprites, particles, decals etc and switched off some of the signs, but i might have to delete a few things as i get more done, i haven't even started on the 3d skybox yet.

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Posted

Looks super cool! One thing I'd work on more is the floor. It looks so flat and repetitive everywhere it really prevents your map from look even better. Use displacements with alpha blend and decals to break repetition up!

Posted

i'm at 93% entdata now, and about the same with brushes so finishing this is going to be interesting. i've visgrouped a lot of sprites, particles, decals etc and switched off some of the signs, but i might have to delete a few things as i get more done, i haven't even started on the 3d skybox yet.

The ent data amount is purely a guideline, you can easily go over it and everything will still compile. Also take into consideration that things like static props are added there but are converted to world geometry upon compile so they dont actually count as entities.

Posted

I think static props don't count but func detail yes (not in the game, only in hammer) but it's true, you can exeed that limit but sometime no, I think it depend of the game (and the engine). remembering a cs:s map from me which was at 100% but didn't compile and the last portal prelude map which was more than 200% but works.

Posted

the game crashed a few weeks ago and when i checked the compile log, entdata was at 105%. it worked fine once i restarted the game but i thought being over the limit might at least make crashes more common. reading up some more though, it looks like you can go well over the limit, and prop_static and overlays don't actually count (but decals do).

i'm going to turn some roads into displacements, i deleted a lot of decals because of entdata but since that's not so much of a problem i'll put some back.

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