
Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Aug 1, 2011 10:07 PM
Msg. 1 of 9
Is there a limit to the number of material ID's or shaders that you can put on a BSP or other object?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Aug 1, 2011 11:28 PM
Msg. 2 of 9
I know gbxmodels have a limit of 32, I assume its the same with BSPs. Thing is, use OSHEK, you can go over that limit, the os_toolbeta and such which korn released a year or so ago will work fine to do that (no need to build the newest version from source)
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Aug 2, 2011 08:34 PM
Msg. 3 of 9
Ok :)
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Aug 3, 2011 10:53 AM
Msg. 4 of 9
I've had problems with the old OS HEK build. If you add any scripts at all to your map with it, it will insta exception on map load.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Aug 3, 2011 02:32 PM
Msg. 5 of 9
did you include OS script commands? back in os_sapienbeta, I added scripts fine without problems. Later when I got the newer copies, I tried to load a map I built with OS commands without OS running and it exceptions. you basically just make sure it doesn't run any commands that the game doesnt have.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Aug 3, 2011 02:42 PM
Msg. 6 of 9
No, I didn't have any OS script commands.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 4, 2011 03:07 PM
Msg. 7 of 9
Zteam's Sanctuary BSP has 200+ shader references.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Aug 4, 2011 07:41 PM
Msg. 8 of 9
I don't think their is a limit, however you should limit yourself to the amount of shaders you have on screen at once. Fine example of a map with this problem is Yoyorast V2. Too many shaders all at the same time make it laggier.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Aug 6, 2011 02:09 AM
Msg. 9 of 9
Ok, sounds good.
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