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. > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
