uncadonego on 30/9/2019 at 08:53
Hey, is there a read me file or thread that lists all the new maximums? Brushes, polys in view, objects, etc.?
DirkBogan on 30/9/2019 at 09:06
Check out the modders-notes.txt file in the doc folder. Key limits are as follows:
Max concrete object IDs: 8192 (from 4096)
Max visible objects: 1280 (from 128)
Max texture dimension: 4096 (from 1024)
Max texture animation frames: 99 (from 20)
Max drawn terrain polys: 20480 (from 1024)
Max ambient sound objects: 1024 (from 256)
Max cells for bounding sphere spatial queries: 1024 (from 512)
Max cells a dynamic light can reach: 1024 (from 512)
Max portal clip regions: 20480 (from 2048)
Max characters per cfg-file line: 8192 (from 80)
Max display resolution: <unlimited>x4800 (actual limit depends on HW) DX9 / 2048x2048 DX6 (from 1024x768)
Max brushes: 16384 (from 7068)
Max regions (/ worldrep (WR) cells): 32760 (from 28672)
Max active regions: 20480 (from 768)
Max rooms: 4096 (from 1024)
Max AI path cells: 131070 (from 65534)
Max texture families: 32 (from 16)
Max family textures: 1024-ish (from 256-ish)
Max application data handles: 4096 (from 2048)
Max model handles: 2048 (from 1024)
Max static lights: 2016 (from 736)
Max cells a static/anim light can reach: 32760 (from 512)
Max anim light to cell pairings: 49152 (from 16384)
Max brush faces/sides: 28 (from 12)
Max decals per page on Thief maps: 256 (from 64)
Max pages per mission on Thief maps: 32 (from 8) [where visited area functionality works correctly]
Max world size: configurable up to +/-2000 (from +/-1000) [only increase if absolutely necessary]
MAX_TJOINT_EDGES: 131072 (from 65536) [internal processing buffer]
MAX_TJOINT_DIRS: 32768 (from 16384) [internal processing buffer]
MAX_GLOBAL_RENDER: 32000 (from 8000) [internal processing buffer]
MAX_GLOBAL_PLANES: 65536 (from 16384) [internal processing buffer]
MAX_GLOBAL_POINTS: 256k (from 128k) [internal processing buffer]
New image formats: PNG, DDS, PCX 32-bit, BMP 24/32-bit, BMP RLE, TGA RLE
Full 32-bit rendering pipeline support, from 32-bit textures to 32-bit render surfaces.
uncadonego on 30/9/2019 at 13:16
:D;)
DirkBogan on 30/9/2019 at 22:28
Just remember, some of these limits are theoretical, not necessarily practical for gameplay -- good luck wringing a decent framerate out of an FM that frequently has >128 objects onscreen. Even if it doesn't crash, you might wish it did.
uncadonego on 10/10/2019 at 10:56
I have actually added a bit of architecture here and there while I'm working on reducing cell count. Timing, placing objects instead of brushes, making the mission less "bumpy" (eg. flush mouldings and trim with solid walls, etc.) I haven't even got to the sewer cylinders yet, and so far I have it down from not opening because of exceeding cell count to 15,713. Sometimes some good cell save leaps, but usually somewhere from 2 to 11 cells at a time.
Some mistakes too. Two nights ago (thank goodness I save a lot), one wrong timing change rose cell count by 2327 cells! There is definitely some hit and miss involved....
uncadonego on 14/12/2019 at 01:44
Has anyone experimented with the least cell count cost for stairs?
After you make the staircase riser ceiling above the player's head, is it best to just make a fill air cube for the stairs, then fill in 1.0X0.75 solids, or is it better to go with fill air downward, 0.75, 1.50, 2.25, 3.0, 3.75, etc.?
Anyone tried both ways and paid attention to the least cell count?
DirkBogan on 14/12/2019 at 07:32
I've tested both methods extensively (carving out steps or solid building in a giant air stairwell), using numerous dimensions/coordinates/orientation for the stairs. The only consistent result I've found is that one method will cost ~50% of what the other method costs, but which method is actually cheaper depends on some inscrutable factor(s) of the WR and csgmerge operations. Sometimes carving is cheaper, sometimes solid building is. I haven't been able to figure out why from empirical tests.
Sadly, I think the only way to know for sure is to test both methods for any given staircase you build :(
uncadonego on 14/12/2019 at 10:08
:o:eek:
I was afraid of that!
nicked on 14/12/2019 at 11:09
If you've already got it down to ~15,000 cells, what are you still worrying about? Do you have a lot left to build?
uncadonego on 16/12/2019 at 01:42
I'd like to build a lot more into it, then have cells left for making it less flat when I'm done. I'm just using it to get the hang of building while keeping cell count as low as possible. With the latest additions, I'm at 15,806.