Jump to content
The Dark Mod Forums

Out of slots for collision models


DeTeEff

Recommended Posts

I get this error when trying to start my current map...I can dmap it but it crashes to the menu upon trying to start the map...

 

idCollisionModelManagerLocal::LoadModel: no free slots

 

 

I have currently 7736 entities and according to the wiki:

 

"So keep your entities well below 7000 or even 6000."

 

Does this mean I've got to remove entities or is it possible to raise the roof in this case...?

Link to comment
Share on other sites

I think the limit is fixed. As it is the collision manager who starts complaining, you may think about making some of the entities non-solid and see if that helps. Another possibility is to merge several func_static's into one and to spawn entities only when needed and remove them if not.

 

If none of this help, you could think about splitting your map into two.

 

EDIT: Tels did some tricks for his SEED system to spawn/cull entities and merge them together during runtime. I think this is done via scripting, so you may wanna take a look.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

It was this text from the wiki that got me thinking:

 

"It's possible to raise the entity limit in the SDK further, but usually we won't do that until it's absolutely necessary. Some of the biggest maps have currently in the range of 4000..5000 entities, and this is already pushing the boundaries in terms of memory and CPU - spawning entities costs, time, too."

Link to comment
Share on other sites

Yep. I know that.

 

If you wanna raise the level, you have to trick a bit, as said above.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Prior to 1.08, the model limit was 2048. In 1.08, I doubled it to 4096, but I don't recall what incident prompted that. My comment in the bugtracker issue was "larger maps can hit this limit", meaning "can hit 2048", so your map must have twice the number of models as a large map. A forum search turns up nothing.

 

Lots of small things sitting around?

Link to comment
Share on other sites

Is it the mission you are currently beta-testing?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

If so, you can merge a lot of the func_statics. For example the metal stairway at the outsides etc..

 

In addition, you have a lot of stuff that is still worldspawn. Not good performance-wise, but in addition you could make it non-solid so it may not bump up your cm file that much (it is really large).

 

You should also consider clipping the parts of the map where the player can't get to, also horizontal-wise.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I have done a lot f_s-ing since I released that version though, but there are places that can be optimized...the thing is that combining f_ss is not very good as it splits the thing up in lots more tris than dividing them into several f_ss does. But of course I've started to do this in several places as it seems I've got no choice...

Edited by Fieldmedic
Link to comment
Share on other sites

Since you only recently hit the limit, my suggestion is the same as Obsttorte's: combine func_statics.

 

You don't need to do a wholesale ginormous effort. Just start merging func_statics where it makes sense, perhaps 10 at a time, until you get yourself back under the limit.

 

Since dmap doesn't always overwrite the cm file, make sure you delete it before each dmap.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...