Originally Posted by
chrissstrahl
Well the active entity limit (1024) is important for the actual game (also upon connecting to a server),
the overall entity limit in the map-source-file is important, because the bsp, level-editor and the compiler have limits.
Of course they are important generally speaking. I meant more important for me, as I'd find it very difficult to reach the upper limit.
Originally Posted by
chrissstrahl
No, these are the maximum number of all entities that are calculated(updated) within one server frametime
Yeah, it makes more sense.
Originally Posted by
chrissstrahl
(0.05 sec on sv_fps 20)
Indeed.
Originally Posted by
chrissstrahl
Indeed, I know all this. I regularly check the tris in my levels by careful placement of structural boundaries, tweaking farplane, and using hint brushes where needed to help the partitions.
Originally Posted by
chrissstrahl
This is for the level editor and not used by the game.
Everything that is commented out like this is not phrased and will not be used as far as I remember.
It corresponds to the classname in the .map file is all I meant.
e.g.
Code:
// entity 101
{
"origin" "1812.08 -1521.40 110.37"
"angle" "270"
"testanim" "idle"
"model" "static/barbwire_long_two_post.tik"
"scale" "0.70"
"classname" "static_obstacle_barbwire-long-two-post"
}
Originally Posted by
chrissstrahl
The classname could be important, because some classes might have specific attributes in the game that other classes do not have,
but I can't tell at this time how it is with mohaa.
HOW EVER, I can tell you that the right classname in the mapfile could be important for the level editor,
UNLESS all static model have the same options in the entity menu.
But my gut-feeling tells me that the classname is irrelevant if the right model is shown in the level editor
after the decompile. This could be easily tested by altering some classnames in the map-file via text-editor
and loading it into the map compiling it and decompiling it and once again loading it into a map editor
Of course the classes are important in general. I was talking specifically about static models. They do indeed have the same options as far as I know. I tried renaming some in my map and compiling earlier and everything stayed the same in-game.