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Thread: set a new brushes limit value recommendable ?

  1. #1
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)

    set a new brushes limit value recommendable ?

    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.

  2. #2
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    obj_max is

    obj_max 8184

    the other values are okay

    In DromEd, type
    info_window
    and post the screenshot of the window

  3. #3
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Thank you Unna, i will set my brush limit to 8184,

    here my mission info after reducing a few things like the torches smokes effect:


  4. #4
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    So many terrain brushes, but no area brush

    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.

  5. #5
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    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?

  6. #6
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Unna here's the monolog after doing run pathfinding database:


  7. #7
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    I don't want a screenshot. Open monolog after optimize and pathfinding database, post the text in code tags.

  8. #8
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    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

  9. #9
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by Unna Oertdottir View Post
    So many terrain brushes, but no area brush
    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.

  10. #10
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    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.

  11. #11
    Member
    Registered: May 2002
    Location: Texas
    Objects that are not already doing something... like chairs can also be used as conversation markers, relay traps, inverters, etc.

  12. #12
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by john9818a View Post
    Objects that are not already doing something... like chairs can also be used as conversation markers, relay traps, inverters, etc.
    Thank you so much John , i didn't know we could convert normal objects into markers. I´m already converting the bitmap flames into a light itself , while before i was using animlight objects. I´ve been reducing alot of things, like railways with many brushes and i use a single rail object in its place. the countless some effect i eliminated from torches, also some of the wooden rafters that were too numerous. plus the 186 extra brushes i added in the dark thanks to Unna, and i´m still cutting in other things... i think in the end i can have all set for a accessible gameplay.

    Thank you all for your support without you i would never been able to make my projects possible.

  13. #13
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Quote Originally Posted by john9818a View Post
    Objects that are not already doing something... like chairs can also be used as conversation markers, relay traps, inverters, etc.
    That's what Firemage ended up doing when he was assisting me on Burrick. All the crates in the warehouse are markers for the safe.

  14. #14
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by skacky View Post
    That's what Firemage ended up doing when he was assisting me on Burrick. All the crates in the warehouse are markers for the safe.
    so than means i can use any object as destroy traps, relay/invert traps...etc... that's gonna save me some brushes
    Last edited by Cardia; 12th Mar 2019 at 18:26.

  15. #15
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Not DestroyTraps. Once a DestroyTrap has destroyed the target object, it destroys itself. That was probably done to free up space for dynamically created objects.

  16. #16
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by skacky View Post
    That's what Firemage ended up doing when he was assisting me on Burrick. All the crates in the warehouse are markers for the safe.
    I vaguely remember getting this idea from a post Robin (I think) posted maybe 10 years ago. I've used paintings as conversation markers, and I too used a crate as a conversation marker... In my last mission between the two zombies. At the end the crate conversation marker was destroyed.

  17. #17
    Member
    Registered: Sep 2008
    Location: Deutschland/Germany
    Quote Originally Posted by john9818a View Post
    Objects that are not already doing something... like chairs can also be used as conversation markers, relay traps, inverters, etc.
    Yeah, that's what I always did in my FMs, too. Or a tree which emits a cicada sound ... there are lots of uses.
    My FM campaigns Garrett's Young Years XTra, Reunion With Basso
    Want your upcoming FM translated in foreign languages?

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