Cardia on 11/3/2019 at 11:36
So i have reached the maximum of brushes in my mission, so i´m reducing a few things, however i was wondering if i could increase the brush limit number in my dark file, for the moment i have the settings by NewDark 1.26:
; object counts
obj_min -18192
obj_max 8000
max_refs 50000
and i was wondering if i could increase the object max to 8300 or 8500?
what are your recommendations?
Thanks in advance.
Unna Oertdottir on 11/3/2019 at 12:24
obj_max is
obj_max 8184
the other values are okay
In DromEd, type
info_window
and post the screenshot of the window
Unna Oertdottir on 11/3/2019 at 12:52
So many terrain brushes, but no area brush :joke:
That doesn't look good. I'd recommend to split the mission in two missions. You'll hit the next limit soon.
Open the mission in DromEd, optimize and run pathfinding database and post the monolog in code tags.
Cardia on 11/3/2019 at 13:11
I don't think it will be necessary to split the mission in two missions, i am almost finished with filling the objects and then the ai creatures is the only thing left to add.
Ok i´ll try to post here the monolog. in code tags?
Unna Oertdottir on 11/3/2019 at 15:54
I don't want a screenshot. Open monolog after optimize and pathfinding database, post the text in code tags.
Cardia on 11/3/2019 at 16:22
Setup 10309 brush level (15973 brushes total)...
Inserted 10308 brushes.
RAW cell count: 71107
664 extra bsp planes created
32228 cells, 188072 portals, 106159 polygons; 1196 splits from large polys
29721 polys merged; 106497 colinear vertices deleted; 27 vertices max
10602 unique planes
Bytes used for internal portal structures: 86991048 bytes.
Polyhedra 570184 Polys 12339744 Portal PolyEdges 29552096 PolyEdges 44529024
Portalized.
Computing optimized BSP... this may take a while.
--------------- csgmerge ---------------
Epsilon is 1.e-004
File has 32228 cells.
Allocations: 32229
Min: -295. -858.5 -107.
Max: 463. 165.75 75.
Input polys: 109895
Unique planes: 7884
Unique render aspects: 9863
Unique vertices: 133476
Allocations: 251557
Merges made: 53088
Merges with internal colinear points: 0
0 colinear points deleted
Allocations: 153265
Totally coplanar... ick.
Discarded degenerate polys: 231
Current allocations: 13142
Max allocations: 251558
Releasing remaining allocs: 13142
------------- csgmerge end -------------
Bytes used for internal portal structures: 13709440 bytes.
Polyhedra 80512 Polys 1944768 Portal PolyEdges 3894720 PolyEdges 7789440
1. 0. 0. -419.53595 (input)
1. 0. 0. -419.45593 (input)
0. 1. 0. 413.71451 (input)
0. 1. 0. 413.79453 (input)
0 extra bsp planes created
12363 cells, 68784 portals, 67719 polygons; 948 splits from large polys
57516 polys merged; 97475 colinear vertices deleted; 32 vertices max
10602 unique planes
Bytes used for internal portal structures: 63750208 bytes.
Polyhedra 231296 Polys 8629664 Portal PolyEdges 20772704 PolyEdges 34116544
Added 1425 vertices
Max vertices post tjoint: 26
Portalized.
INFO: Portalization time 00:03:00
...let's light, eh? (type 18)
ObjLightLightLevel starting out...
processing light 1 of 96 (obj 2296)...
96 of 96 object lights reached surfaces
...we inserted 586 lights
including 96 regular from objects, 490 animated
INFO: Lighting processing time 00:06:24
All future level builds will be "optimized", until you disable 'optimize_bsp'
Continue to use 'optimize' for fully optimized builds.
Setting floor types...
Post-processing all moving terrain cells...
Determining zones...
type 0.......................................................
840 zones (type 0) found (10108 solo)
type 1................................................
720 zones (type 1) found (10108 solo)
type 2..........................................
624 zones (type 2) found (9971 solo)
type 3..................................
506 zones (type 3) found (9968 solo)
Linking pathfind zones.....................................................................................
Fixing up pathfind zones...
Database built: 5645k, 36481 cells, 73726 vertices, 122763 cell links,
840 Normal zones, 11035 zone pairs. 157k
720 NormalLVL zones, 3592 zone pairs. 99k
624 HighStrike zones, 3091 zone pairs. 95k
506 HighStrikeLVL zones, 274 zone pairs. 73k
Building rooms...
380 rooms, 1234 portals, 3.2473684 average portals per room
Checking rooms...
Room brushes with portal centers outside the world have been hilighted.
Rooms checked.
Building AI rooms...
Generating cell-room lists...
0% completed
36481 cells, 118.00263 average cells per room
Hinting objects...
Building Flee Regions...
INFO: Pathfind DB processing time 00:01:21
john9818a on 12/3/2019 at 05:06
Quote Posted by Unna Oertdottir
So many terrain brushes, but no area brush :joke:
I was wondering the same thing. Using area brushes helps me see only what I want to see, and optimization times are mush faster while I'm making several additions or adjustments to my terrain.
Unna Oertdottir on 12/3/2019 at 11:38
There are 15862 brush ids used. Max brushed limit is: 16384
16384-15862=522 brush/obj ids left
~200-300 obj ids might me created/used ingame
~200-300 obj ids left which can be created for scripting, markers, terrpts, goals, etc
Save objects and brushes, maybe you can do it. Good luck.