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oc_mapselect_1000

Posted: Wed Nov 17, 2010 6:31 pm
by Xaymar
Yeah exactly. Another MapSelect map, big enough to fit at least 1000 maps.
I am currently converting it over from a never-finished mod to OC. Will take some time, but you'll see it's worth the waiting.

On the original map i tried to use as many custom textures as possible. But 90% of the texture files are missing which makes that design useless.

Currently using Content from:
  • Obsidian Conflict("Shipped" Models/Materials) [Working on replacing those]
  • Half Life 2
Screenshot:
Image
(More coming soon)

I hope that 1000 Map Slots(excluding Campaign) are enough. Feedback always welcome.

Re: oc_mapselect_1000

Posted: Wed Nov 17, 2010 6:51 pm
by Gary
The tree leaves look unlit, but I assume you already know that. Besides that, looks great so far.

Re: oc_mapselect_1000

Posted: Wed Nov 17, 2010 7:22 pm
by MaestraFĂ©nix
1000 maps!? wow, i always thank that existied 100 maps or a bit more, but not 1000.

Ok, let´s follow this, how to look the map.

Re: oc_mapselect_1000

Posted: Wed Nov 17, 2010 8:23 pm
by Xaymar
Would be nice if someone could explain how to change the texture of a brush/entity using mapadd, or what entities i should use for that.
I'm currently clueless why it wont change the texture/material

Code: Select all

"oc_mapselect_1000"
{
	Modify
	{
		TargetName
		{
			"mapselect_1_overlay" { "material" "maps/oc_lobby/lobby_oc_broken_escape" }
		}
	}
}
mapselect_1_overlay is an info_overlay

Re: oc_mapselect_1000

Posted: Wed Nov 17, 2010 8:52 pm
by Shana
You need to use infodecals.
Also check maps/cfg/oc_lobby_modify.txt as it has most of the stuff explained.

Re: oc_mapselect_1000

Posted: Wed Nov 17, 2010 11:53 pm
by fug4life
Just a heads up you'll probably run out of entities before you get to a 1000, also I had 120 doors in one room, and that starts to kill the framerate trying to render everything.

Even if you had a 1000 buttons, by the time you add all the associated enities + I/O its gonna be costly.

My mapselect had 180 doors 120 + 60, oc_lobby I think has more 112 + all the campaign doors, well roughly the same then.

Re: oc_mapselect_1000

Posted: Thu Nov 18, 2010 10:24 am
by Xaymar
"Just a heads up you'll probably run out of entities before you get to a 1000, also I had 120 doors in one room, and that starts to kill the framerate trying to render everything."

Run out of entities? The Limit was 32k in 2006, is it way lower in 2007?

Edit: @Andrax17: That's way below the amount of Entities i used in the map. Damn, this aint gonna work.

Re: oc_mapselect_1000

Posted: Thu Nov 18, 2010 11:35 am
by Andrax17
32k? ive never heard hammer having entity limit that high.

"There can be up to 4096 entities. This total is split into two groups of 2048:

1. Non-networked entities, which exist only on the client or server (e.g. death ragdolls on client, logicals on server).
2. Entities with associated edicts, which can cross the client/server divide. "

"Hammer itself has no entity limit, but VBSP's is 8192. This is double the combined total accepted by the engine, which may be because it at first treats internal entities (such as prop_static and env_cubemap) like normal entities, or perhaps because it generates a lot of detail props. "

those are from Valve Developer Community ( http://developer.valvesoftware.com/wiki/Entity_limit )

Re: oc_mapselect_1000

Posted: Thu Nov 18, 2010 9:38 pm
by Gary
fug4life wrote:Just a heads up you'll probably run out of entities before you get to a 1000, also I had 120 doors in one room, and that starts to kill the framerate trying to render everything.[...]

The entity limit can be a problem, the mass rendering can easily be fixed.


The mass rendering can easily be fixed with some clever mapping:
Image

Re: oc_mapselect_1000

Posted: Fri Nov 19, 2010 12:50 am
by Tysn
Xaymar wrote:Run out of entities? The Limit was 32k in 2006
:lmao:

Re: oc_mapselect_1000

Posted: Fri Nov 19, 2010 2:01 am
by Shana
Tysn wrote:
Xaymar wrote:Run out of entities? The Limit was 32k in 2006
:lmao:
How much easier it would be for us with a limit like that :P

Re: oc_mapselect_1000

Posted: Fri Nov 19, 2010 2:13 am
by Tysn
I'm still curious if they raised the raised the entity limit in the Alien Swarm SDK, considering how that's supposed to be a precursor to the EP3 version of the source engine. I haven't bothered to copy-paste a bunch of little func_brush squares or make a watermelon-spamming env_entity_maker to test it out. :wink:

Re: oc_mapselect_1000

Posted: Fri Nov 19, 2010 2:24 am
by Keychain
Good lord man! The limit is only like 4000, I WISH it was 32k.

Re: oc_mapselect_1000

Posted: Fri Nov 19, 2010 2:28 am
by Tysn
It's even lower for edicts (networked entities) which is only 2048, some of which is taken up by things like the player entities.

Re: oc_mapselect_1000

Posted: Fri Nov 19, 2010 2:41 am
by Shana
Yeah, players and even all weapons in their inventory each take up edicts too if i remember right.