Going Big With Ent Data

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baca25
342 Posts
Posted Oct 31, 2011
OOOOOk... I got a little carried away making a map, but I certainly do not want to remake it, or shorten it. My question is... Is it ok for ent data to be 125%? Now my map runs fine, which in previous maps I went over 100% it didn't. My fog alone cuts off 1/5 of the map at any given time, not including area_portals and such. So I was thinking, since the majority of the map isn't being shown at any given time, and I am killing/starting conveyor belts and gels as the players progress, it is fine to have that much ent data? What do you all think?
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Moth
225 Posts
Posted Oct 31, 2011
Replied 40 minutes later
I'm close to the ent limit with a project right now, and am doingwhat you're doing and using fog to only show the player sections. If you're clever with Far-clip Z and HINT brushes, shouldn't be a problem. Send me a PM and we can discuss ridiculously sized-map files :smile:
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Skotty
671 Posts
Posted Oct 31, 2011
Replied 5 hours later
Entdata of 125% was never a problem for me in previous games like Garry's Mod. I sometimes had 150%.
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ChickenMobile
2,460 Posts
Posted Oct 31, 2011
Replied 2 hours later
If all the entdata is shown all at once I bet that would be a problem (and would cause the game to crash) but if you cut visibility and/or remove entities once you no longer use them, then it should be fine.

entdata refers to entities that are named and dynamic models. Unfortunately in Portal 2 a lot of the models have to be dynamic (again area portals or fog should fix that).

I doubt that 150% would do much anyway though.

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Robdon
204 Posts
Posted Oct 31, 2011
Replied 2 hours later
Hi,

One of my maps is currently @ 105% and working fine.

There is some info here about entity data and sizing...

http://developer.valvesoftware.com/wiki/Entity_limit

You can use report_entities and cl_showents console command to see what its actually made up of...

Rob.

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baca25
342 Posts
Posted Oct 31, 2011
Replied 1 hour later
Thanks for the conformation