Blockable Brushes will increase the cell count.
We discussed saving WR-cells some times ago
http://www.ttlg.com/forums/showthrea...=1#post2351673
Yes, you can save a lot of WR cells.
I've recently reached max cells on my mission, and am desperately trying stay under the cell limit by subtly reducing polys and cells wherever I can, using the show_cells command. It's working, as I can successfully optimize my level every so often. I still have a bit of building to do however, so I'm not out of the woods yet. I've read that blockable brushes can impact cell complexity, or at least have some control over how the cells are dispersed.
Is this true?
If so, using blockable brushes might allow me to reduce cell count and help me finish this fm. In this case, where could I find the best tutorial for blockable brushes?
Last edited by Sperry; 8th Jul 2018 at 05:38. Reason: retitled the thread
Blockable Brushes will increase the cell count.
We discussed saving WR-cells some times ago
http://www.ttlg.com/forums/showthrea...=1#post2351673
Yes, you can save a lot of WR cells.
This will help tons, thank you! :-)
I have a new question. Can someone please inform me of the max cell count in T1 and T2 old dark? I'm having trouble finding this info. Thanks!
I think it was 28.672
I'm speaking for T2 but I can't find any information for TG![]()
I'm actually having trouble getting over the 24560 cell count. For the record, could this be the T1 old dark cell limit?
WR cell limit
Olddark: 28672
NewDark: 32760
There are more limits. Maybe you hit another one.
modders notes/ND 1.26
Code:Changed Limits/Limitations -------------------------- Note that not all limits imply that it's possible to push as far as the limit suggests, because other parts of the engine might hit another limit first. For example the max brush limit might be hit before the max regions limit, or vice versa. Also note that the increased limits do not imply that the game will run at playable framerates up to those limits, or even close. 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. Notable Unchanged Limitations ----------------------------- Polygon limits for objects have NOT changed, those limits are due to format constraints (the use of 16-bit data offsets in object data). Texture size limitations have NOT changed, they have to be power-of-two (POT) sized, i.e. 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096. Family palettes are still used for indexed (/palette based) family textures. Only true color image formats (16-/ 24-/32-bit) can ignore family palettes. Max sunlight ray length remains 1000 units. This is nothing new, it has always been this way but it may not have been known or widely enough known. All filenames and directory names for files used by Dark must be 30 characters or less (excluding extension). FMs/mods containing files or directories with longer names may have worked, but they may as well only appeared to have worked and causing not immediately noticeable problems under the hood. While there some exceptions for certain types of files, it wouldn't be helpful or wise to go into what those are, instead the rule should simply be to NEVER use names longer than 30 characters.
NewDark is far all Dark Engine games.
Sorry, I missed that part. I can't find any info on it either.
No problem. My objective is to keep this mission Olddark compatible for as long as possible. But since I'm hitting the cell limits, and have already simplified most terrain (converted 10-sided cylinders into 8-sided ones...). Also, I've been "playing" with the time value of my brushed quite a bit, and sometimes the results are very encouraging. But I'm still looking for ways to optimise the cell count as much as possible.
Any ideas?
I've been considering replacing brush stairs with objects. There are a lot of stairs in my mission, and this would no doubt give me some margin. Has anyone released FMs with stairs as objects? (ex: an object staircase with a solid wedge underneath) If anyone here has experience with such methods, I'd love to hear them.
Thanks :-)
Indeed! Dale & Soul Tear released FMs with objects as stairs. You can find these objects in question on the Thief Object Repository:
- http://spirited-tech.com/thief/2016/...airs-by-elvis/
- http://spirited-tech.com/thief/2016/...tairs-by-dale/
- http://spirited-tech.com/thief/2016/...tairs-by-dale/
Me too. Very, very few players even still have an OldDark install anymore, so I can't imagine what you have to gain by torturing yourself in this way.
I've seen these already, but they're too stylised for what I'm looking for. I'd need object stairs which look like typical brush-stairs. But I'm especially curious as to the aesthetic effect of such a choice.
It's an artistic choice. On the one hand, I'd like to build a FM which even these "very few players" who still have OldDark may play, for whatever reason they might have to still have an Olddark install. On the other hand, I find working in olddark helps keep my work precise, since I can't afford to slack-off. But that's just my subjective opinion. I love what newdark does for FMs, but I don't feel I'm ready to use it yet.
Last edited by Sperry; 2nd Jul 2018 at 02:45.
I was curios, that's why I made a test map in DromEd T1 (just many brushes/multibrushed)
I hit the limit at 24576 WR cells. I couldn't add a single brush.
Here's the test mis
http://www.mediafire.com/file/hxwy93...24576.zip/file
btw, I loaded the test map in DromEd T2. After optimizing, it has 24499 WR cells. More than 500 cells less than DromEd T1. NewDark is better![]()
Last edited by Unna Oertdottir; 2nd Jul 2018 at 04:49.
Very useful, thanks!!![]()
I agree with Yandros.
I understand wanting to do a classic mission as I make missions using only stock resources. I always build missions much bigger than I intended and using NewDark was a like a gift from heaven. Just the increase in object limit made a huge difference. It seems like you are putting yourself through a lot of extra work. If your mission has a good story and good game play, everyone will enjoy it.
Either way, I look forward to playintg your mission in the near future. Good luck.
BBB
I"m just wondering how did you calculate "more than 500 less." The T1 at 24576 is 77 more than 24499 with NewDark. I agree that ND is better even though I occasionally play TG OMs with the TG OldDark simply for the nostalgic feel of OD. For T1 and T2 Fan Missions I would definitely use ND.
Keyboard's doing 0s for no reason![]()
I can understand that. Mine sometimes won't produce a letter I type.![]()