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Post by yaznee on Apr 15, 2011 14:08:11 GMT
Hi, On your complie log, whats ENT DATA?
Ive got a (Very Full 90%) message, and was wondering whats the easiest way of lowering it?
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Post by Zeph on Apr 15, 2011 15:15:32 GMT
Entity Data - Data for the entities!
It's not something to really worry about, it's just a block of text. You can go over it, but not too far. It's a guideline not a hard limit.
One way to reduce EntData is to shorten Entity Names, removing Entity Names for objects which are never targeted (or use !activator, !self, etc, where applicable), using point_template to clone existing entities rather than having multiple entities of the same thing, or just simply remove entities.
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Post by yaznee on Apr 15, 2011 15:31:08 GMT
Sweet, ty Zeph
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Post by yaznee on Apr 15, 2011 16:52:20 GMT
Just a long shot here, but can you go over brushes or brush planes?
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Post by Zeph on Apr 17, 2011 11:16:25 GMT
Don't think so, no.
This should not be an issue. Use NoDraw liberally, and fewer brushes where possible.
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Post by yaznee on Apr 17, 2011 13:43:10 GMT
Yup, I always make brushes out of nodraw, think i might just have to tone it down on the detail lol
Thanks.
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Post by Zeph on Apr 18, 2011 9:11:08 GMT
If you have complex brushes as models (EG cylinders, spheres, etc), it may be worth turning them into a custom model (see Propper) or replacing them with an existing model, as models do not count towards your brush/face limit at all!
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Post by yaznee on Apr 18, 2011 13:03:11 GMT
I've tried using "Propper" the other week, when i had to many func_details. I couldn't get it working so i gave up, and deleted the func_details instead. If you or someone else could do a tutorial, it would greatly appreciated
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Post by Zeph on Apr 18, 2011 14:04:59 GMT
For Propper? I'm not a modeller, sorry. However, a quick google could be your friend.
You don't need to make every individual brush a func_Detail. You can group brushes together as one func_detail. Try to cluster them together, EG like a pile of boxes, make the whole pile a single func_Detail. Keep props together though, ie all the parts of a table as one func_detail, but an object on it another func_detail.
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Post by yaznee on Apr 18, 2011 14:58:32 GMT
Ah nice one Also ive tried google for a tutorial on "propper" and had no luck.I will ask a few ppl on steam to see if they know, if i can find anything out, i shall post it in the tutorials section for other ppl... Ty Zeph
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