The ones you tend to run into (or could) would be texinfos, t-junctions, and
theoretically the brush count, though the first two are bigger issues than
the latter.

2009/5/28 riven <[email protected]>

> Ignore the first number before each forward slash, these stats were taken
> from a compile log (which every map you compile gives out) and it tells you
> what percentage of the max your map uses out of the Source engine.
> note: this map was compiled for HL2DM, I've never compared the maxes from
> other games.
>
> Object names Objects/Maxobjs Memory / Maxmem Fullness
> ------------ --------------- --------------- --------
> models 52/1024 2496/49152 ( 5.1%)
> brushes 1874/8192 22488/98304 (22.9%)
> brushsides 14727/65536 117816/524288 (22.5%)
> planes 12380/65536 247600/1310720 (18.9%)
> vertexes 12030/65536 144360/786432 (18.4%)
> nodes 2236/65536 71552/2097152 ( 3.4%)
> texinfos 2829/12288 203688/884736 (23.0%)
> texdata 47/2048 1504/65536 ( 2.3%)
> dispinfos 145/0 25520/0 ( 0.0%)
> disp_verts 3625/0 72500/0 ( 0.0%)
> disp_tris 4640/0 9280/0 ( 0.0%)
> disp_lmsamples 261532/0 261532/0 ( 0.0%)
> faces 4836/65536 270816/3670016 ( 7.4%)
> hdr faces 0/65536 0/3670016 ( 0.0%)
> origfaces 4318/65536 241808/3670016 ( 6.6%)
> leaves 2289/65536 73248/2097152 ( 3.5%)
> leaffaces 6451/65536 12902/131072 ( 9.8%)
> leafbrushes 4040/65536 8080/131072 ( 6.2%)
> areas 4/256 32/2048 ( 1.6%)
> surfedges 41170/512000 164680/2048000 ( 8.0%)
> edges 27160/256000 108640/1024000 (10.6%)
> LDR worldlights 81/8192 7128/720896 ( 1.0%)
> HDR worldlights 0/8192 0/720896 ( 0.0%)
> waterstrips 603/32768 6030/327680 ( 1.8%)
> waterverts 0/65536 0/786432 ( 0.0%)
> waterindices 10743/65536 21486/131072 (16.4%)
> cubemapsamples 47/1024 752/16384 ( 4.6%)
> overlays 32/512 11264/180224 ( 6.3%)
> LDR lightdata [variable] 2026976/0 ( 0.0%)
> HDR lightdata [variable] 0/0 ( 0.0%)
> visdata [variable] 135217/16777216 ( 0.8%)
> entdata [variable] 209380/393216 (53.2%)
> LDR leaf ambient 2289/65536 54936/1572864 ( 3.5%)
> HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
> detail props [variable] 1/12 ( 8.3%)
> static props [variable] 1/10730 ( 0.0%)
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Tom
> Schumann
> Sent: Thursday, May 28, 2009 3:11 AM
> To: Discussion of Half-Life Mapping
> Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size
>
> Have a look in sourcesdk.gcf\src_mod\orangebox\public\bspfile.h
> It lists most of the limits.
> #define    MAX_MAP_ENTITIES                8192 might be what you're
> looking
> for, but I'm not sure.
>
> 2009/5/28 Phillip Marshall <[email protected]>
>
> > Even if you could make an outrageously huge map, you might not really
> want
> > to.
> >
> > Think of it this way: If you could fit all five of Left 4 Dead's No
> > Mercy campaign maps into one, you would have to endure five times the
> > compile time, five times the memory load in Hammer - an application
> > which can be unstable enough as it is, five times the loading time
> > in-game, five times time the memory load in-game to the end user (who
> > might have a minimum spec machine that you have to consider), and five
> > times the server load on a multiplayer map. This isn't even
> > considering that some aspects of this (like compile time maybe, I
> > don't know for sure) might multiply exponentially with size. So
> > basically, if you were to attempt to create anything up to Valve's
> > professional standards (think of Half-Life 2's levels that wind around
> > each other and overlap - Ravenholm for example - all the while
> > including tons of detail and gameplay), you are honestly better off
> > making a series of small, detail rich maps than making giant ones that
> > hold everything at once.
> >
> > Then again, you could be wanting to make giant open maps just to screw
> > around and play in (like flatgrass in Garry's Mod), which would be
> > fine depending on what you want to put in the map. Just consider this
> > before rushing off to make the Left 4 Dead equivalent of the Empire
> > State Building.
> >
> > Maybe I should actually help answer the question:
> > I would imagine the absolute maximum size of any brush or level would
> > be the bounding box of the 2d views in hammer - if you zoom out all
> > the way, the grid only goes so far. I don't know if you can draw
> > outside of those though, I've never tried.
> >
> > Thanks for listening to me ramble, I guess. Good luck on your map,
> > whatever it may turn out to be.
> >
> > Phillip Marshall
> > AKA wizpig64
> >
> > On Wed, May 27, 2009 at 11:43 PM, Alex Guichet <[email protected]> wrote:
> > >
> > > Does anyone know or have any data on the maximums or minimums of hammer
> > and
> > > the source engine for mapping. I'm not looking for "realistic" values
> by
> > any
> > > means. Such things like "Is it possible to have a brush with the unit
> > size
> > > of 1.0x10-99" (Which is unreasonably small if you're wondering.)
> > > Basically most important data I need is:
> > >
> > > Maximum # of entities
> > > Maximum total size of map (area and/or X*Y*Z values)
> > >
> > > and any other maximum or minimum that has to do with hammer or the
> source
> > > engine that you might think is important.
> > >
> > > And if you are aware of any hammer related limitation that the source
> > engine
> > > can exceed LET ME KNOW. *Engine values and numbers have priority over
> > > hammer's limits.*
> > >
> > >
> > > I know this seems random, but I'm starting a new project.... you'll
> find
> > out
> > > more about it in the future.
> > > _______________________________________________
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> > please visit:
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> > >
> >
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> >
> >
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