Cardia on 1/12/2014 at 11:17
I´m doing a big map with lots of details, since NewDark allows highly detailed constructions i have been able to construct highly detailed buildings, but i´m afraid i´m abusing in the number of brushes, what´s the limit of brushes in a mission, and how do i know how many brushes i have in a mission in the "End" square values? there says i have reach 2288 brushes, but that does count also object brushes?
Xorak on 1/12/2014 at 11:33
Max brushes is 16384.
The little number in the bottom left corner of the screen (under the word Time) shows the total brush count including objects and roombrushes, etc. I'm not sure how to get an instant count.
The modders_notes.txt file that came with NewDark lists all the raised limitations, if you're interested.
Cardia on 1/12/2014 at 11:37
Quote Posted by Xorak
Max brushes is 16384.
The little number in the bottom left corner of the screen (under the word Time) shows the total brush count including objects and roombrushes, etc. I'm not sure how to get an instant count.
The modders_notes.txt file that came with NewDark lists all the raised limitations, if you're interested.
Thank you, 16384!!! :wot: :D that ought do it for what i plan, but sadly i have reached the max of textures and dromed won´t allow me to load more :(
R Soul on 1/12/2014 at 21:15
1024 textures should be plenty.
DrK on 1/12/2014 at 21:53
Beware the cells limit, which is 32760.
I reached it way before the other limits, and I really doubt you'll reach the brush limit before that one.
SneakyGuy101 on 1/12/2014 at 22:24
Quote Posted by DrK
Beware the cells limit, which is 32760.
I reached it way before the other limits, and I really doubt you'll reach the brush limit before that one.
I have a question towards that. What will most likely cause it to drastically go up? Also what can you do to reduce the cells count? :confused:
DrK on 1/12/2014 at 23:17
Several things, it's really hard to properly tell what causes them to increase in number all of a sudden.
Usually You'd have to avoid complex brushes, like dodecahedrons or rotated brushes for example. To have wild intersections between these brushes can create a ton of cells located in a very small area. Basically, when you try to have a very complex shape with brushes, you have to expect a large number of cells with it.
An easy way to keep them under control is to make sure you don't use cylinders or pyramids with a lot of faces, even though NewDark allows them up to 26.
I knew I'd have trouble with cells, so in anticipation I thought that 20 faces cylinders would be alright. Turns out, they still generated too many cells, so recently I had to delete and recreate all the cylinders and pyramids in the mission to go under the limit. With very small circles, cylinders with 8 or 10 faces are more than enough. With larger cylinders, between 12 and 16 faces can do the trick, it still looks round enough.
Now, if your mission is small, you shouldn't worry about it. But if you aim for a huge mission, or for a complex architecture, keep a close eye on the cells.
NewDark gives us much more possibilities in general, but nowadays the cells limit became the real obstacle for us.
Xorak on 1/12/2014 at 23:46
The 16-sided cylinders really are a godsend though. They align perfectly to the grid and to the other brushes like the 8-sided cylinders do, except they're nicely rounded.
Quote Posted by cardia1
Thank you, 16384!!! :wot: :D that ought do it for what i plan, but sadly i have reached the max of textures and dromed won´t allow me to load more :(
You have 2200 brushes but 1024 textures already? You're only allowed 32 texture families, maybe that's the limit you hit? With the newer image formats allowed, you don't even really need the families anymore, except for sorting out your textures.
gamophyte on 2/12/2014 at 04:23
Hey Cardia1, if you haven't watch the ongoing tutorial series Let's Tame Dromed the Beast part 1: (
http://youtu.be/nFIcXS4qx4E)
I highly recommend it. It has helped remind me of early lessons and things that are easy to pass over. At some point he talks about going into cell view mode after building an area to see how it's being split up. This and other tips.
Ps. You're compressing your texture pallet on the regular right? To clear out unused textures? Keep in mind too, if some don't clear, that they may be hidden from view on a burried terrain face. One in the series of videos talks about resetting the brushes main texture so flaky textures you were testing go away.
qolelis on 2/12/2014 at 05:19
Quote Posted by Xorak
The little number in the bottom left corner of the screen (under the word Time) shows the total brush count including objects and roombrushes, etc.
That's not entirely true; the number shown is the brush ID for the currently selected brush.
Quote:
I'm not sure how to get an instant count.
The command
info_window (I have it bound to Alt+I) opens a popup containing the amount of different types of brushes:
Inline Image:
http://i1311.photobucket.com/albums/s672/flaskhals/TCE/InfoWindow_zps75832fc8.gif~original