Multiple brush for a single entity?

Discussion in 'Mapping Questions & Discussion' started by Washipato, Aug 26, 2009.

  1. Washipato

    Washipato L3: Member

    Messages:
    149
    Positive Ratings:
    96
    In my map, I have many, many brushes that does exactly the same thing and have the same name. The compiler says that there are too much entitys in the map (%80) and I was wondering if it's "good" to turn all of those brush-entities into a single, big multi-brush entity.

    Most of those brush entities doesn't even touch each other or they are in completly different visleafs.

    Another question: if a trigger_multiple (with outputs) doesn't have a name, does it consume less memory?
     
  2. DaBeatzProject

    aa DaBeatzProject

    Messages:
    1,276
    Positive Ratings:
    1,091
    Depends on what functions the entities have, but if they do completely the same, you can select them all and put them in one entity (ctrl+t).
    About the trigger_multiple: I have no idea :p
     
  3. Washipato

    Washipato L3: Member

    Messages:
    149
    Positive Ratings:
    96
    trigger_hurt. Loads of them. Also func_respawnroomvisualizer and func_brush. I'm afraid that linking them to a single entity will cause them to malfunction, but I need to reduce the memory used for entities.
     
  4. Artesia

    Artesia L6: Sharp Member

    Messages:
    278
    Positive Ratings:
    72
    You can also select all the entities that are the same, and put them into a visgroup, then when you need to edit them, just click the visgroup, click the "mark" button which will select them, and change their values all at the same time.
     
  5. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    The entity limit is, AFAIK, merely a guideline of Valve's and not a hard limit at all. There are Valve maps which also go around 80%, so I wouldn't be too concerned with that particular warning unless it has demonstrable performance effects. Apparently is literally possible to go over 100% of the limit and still run the map.

    That said, I don't think there's a problem multi-brushing an entity across visleaves, especially if it is invisible like a trigger. So what if it shows up all the time? There's no render cost.
     
    • Thanks Thanks x 1
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,532
    Meridian and Panic are at ~200 and ~150% respectively. It's nothing you need to worry about.
     
    • Thanks Thanks x 1
  7. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    Yes on the trigger_hurt, as long as you are okay with the fact that they all would do the same amount of damage because essentially what you are doing is just creating one hurt brush setting for all of them. Even though there are still individual trigger areas, it's essentially acting like one brush, with only one set of values.

    No on the func_respawnroomvisualizer. You want to keep those with different settings (teams, spawnrooms). If you click on all of them and make them one, you won't be able to assign different values for each of them.

    Yes and No on the func_brush. I usually group some of them together as one func_brush if they are in the same area but if you have all of them as one, when you need to edit one of them perhaps in the future, it's easy to make a mistake. For example, you want to move a func_brush over a few units and you don't realize it's tied to another func_brush somewhere else, you could have some brush floating in mid air that you don't want. Hopefully I explained that well enough, lol.
     
    • Thanks Thanks x 1
  8. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    I find :ig: very useful for that case.