Engine Limits

Discussion in 'Mapping Questions & Discussion' started by TheONE, Jun 22, 2013.

  1. TheONE

    TheONE L1: Registered

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    Guys there was a topic here (http://forums.tf2maps.net/showthread.php?t=3924) that was useful and it presented the engine limits (i.e. max number of props) in a very nice way ! :rolleyes:

    how ever the guy got banned :( and the thread is not showing the info .. can someone plz repost them and sticky them :confused:


    Thanks in advance...
     
  2. theharribokid

    aa theharribokid

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    Here's what it said, the image don't work so I guess it's kinda useless
     
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  3. Pocket

    aa Pocket func_croc

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    Wow, so FaTony went through and systematically purged every post he'd ever made prior to being banned?

    There needs to be a plugin for VBulletin that stops people from doing that, reverts their recent edits, and auto-bans them for trying like the dickbags they are.
     
  4. ics

    aa ics http://ics-base.net

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    As a tip, remember to keep your dynamic entities around 1200, 1400 if you must but don't go over that limit too much. Otherwise your map will have alone exploding teleports and other odditities, including server crashes.
     
  5. TheONE

    TheONE L1: Registered

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    Guys there was a table or a summary which showed the maximum limits of every part ... can anyone share it here plz ...
     
  6. TheONE

    TheONE L1: Registered

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    but there was a table which included all of these max numbers and the maximum number of lights ...
     
  7. theharribokid

    aa theharribokid

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    Ah yeah, i remember that, it used the Hatless upadate style of text backround shape and used bright colours for them all. I'm not sure if there's any way to recover it.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The maximums (and current count) for every single map-relevant limit the engine has are what VRAD spits out at the end of every compile. Just look at that.

    The cause of that is often an extremely large (or strangely rotated) model that doesn't have collisions disabled, as attempting to teleport into the bounding box region of a model will self-destruct the teleport on the assumption the destination is bad.
     
  9. henke37

    aa henke37

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    Of course, VRAD doesn't have all the limits. I've heard that some of them are actually lower than what the real engine limits are. And some are just suggestions. 815 % entdata anyone?
     
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The non-limit suggestions/informatives are indicated by having [variable] in the first column. Anything with an actual number is indeed a limit.
     
  11. ics

    aa ics http://ics-base.net

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    This is not always the cause. Cashworks is a good example of this. Some of it's earlier versions had self exploding teleports, even if they didn't touch anything else than the ground. The latest version of it doesn't have this problem.
     
  12. duppy

    duppy L1: Registered

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    vbspinfo.exe lists a lot of limits. You can find it in "Steam\steamapps\common\Team Fortress 2\bin\"

    Here's an example using ctf_2fort.bsp
    Code:
    [FONT="Courier New"]Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                 146/1024         7008/49152    (14.3%)
    brushes               5652/8192        67824/98304    (69.0%)
    brushsides           38842/65536      310736/524288   (59.3%)
    planes               13042/65536      260840/1310720  (19.9%)
    vertexes             29338/65536      352056/786432   (44.8%)
    nodes                 7868/65536      251776/2097152  (12.0%)
    texinfos              5847/12288      420984/884736   (47.6%)
    texdata                291/2048         9312/65536    (14.2%)
    dispinfos              232/0           40832/0        ( 0.0%)
    disp_verts           13768/0          275360/0        ( 0.0%)
    disp_tris            21248/0           42496/0        ( 0.0%)
    disp_lmsamples      556648/0          556648/0        ( 0.0%)
    faces                15768/65536      883008/3670016  (24.1%)
    hdr faces            15768/65536      883008/3670016  (24.1%)
    origfaces            10951/65536      613256/3670016  (16.7%)
    leaves                8015/65536      256480/2097152  (12.2%)
    leaffaces            20295/65536       40590/131072   (31.0%)
    leafbrushes          14457/65536       28914/131072   (22.1%)
    areas                   20/256           160/2048     ( 7.8%)
    surfedges           120369/512000     481476/2048000  (23.5%)
    edges                76265/256000     305060/1024000  (29.8%)
    LDR worldlights       1857/8192       163416/720896   (22.7%)
    HDR worldlights       1857/8192       163416/720896   (22.7%)
    leafwaterdata            3/32768          36/393216   ( 0.0%)
    waterstrips           1749/32768       17490/327680   ( 5.3%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         31788/65536       63576/131072   (48.5%)
    cubemapsamples          87/1024         1392/16384    ( 8.5%)
    overlays               237/512         83424/180224   (46.3%)
    LDR lightdata         [variable]     9756016/0        ( 0.0%)
    HDR lightdata         [variable]     9756016/0        ( 0.0%)
    visdata               [variable]      675965/16777216 ( 4.0%)
    entdata               [variable]      312815/393216   (79.6%)
    LDR ambient table     8015/65536       32060/262144   (12.2%)
    HDR ambient table     8015/65536       32060/262144   (12.2%)
    LDR leaf ambient     33616/65536      941248/1835008  (51.3%)
    HDR leaf ambient     33598/65536      940744/1835008  (51.3%)
    occluders               13/0             520/0        ( 0.0%)
    occluder polygons       23/0             276/0        ( 0.0%)
    occluder vert ind       98/0             392/0        ( 0.0%)
    detail props          [variable]           1/87356    ( 0.0%)
    dtl prp lght          [variable]           1/4        (25.0%)
    HDR dtl prp lght      [variable]           1/4        (25.0%)
    static props          [variable]           1/195250   ( 0.0%)
    pakfile               [variable]    32597126/0        ( 0.0%)
    physics               [variable]     2028755/4194304  (48.4%)
    physics terrain       [variable]       58318/1048576  ( 5.6%)
    
    Level flags = 3
    
    Total triangle count: 45151[/FONT]