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Portal2 no longer plays map in progress

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so i guess it looks like I will need to trim some bits and peices as well as remove unesessary props.
I will try that and see what happens.

EDIT: well I deleted lots and lots of stuff and it was all in vain. It still buggers up every time.
However i did notice that it DOES work if I hide the circle room AND it works when I hide the rest of the map except the circle room. So if it true that the rendering and cacheing fails when attempting to load that room along with the rest of the facility rooms, then there is only one logical course of action....

....MAPPACK :D

Now what string of command do i use to trigger the changeover of maps?

Just when I think I understand the system, it changes on me.

okey so I am back at this problem again because I am remixing my mappack contents and I keep getting the same model overload error.

I decreased the amount of models to under 900 and I have entdata at 275% but I am still crashing before the map loads. How do YOU make this go away?

Just when I think I understand the system, it changes on me.

If EntData is beyond 100%, that isn't good. You need to trim down other types of entities, which might require you splitting the map into two if that isn't feasible.

Image

the last guy said it could go over 100%, before i had it at 167% without the extra room

Just when I think I understand the system, it changes on me.

Well i reached 256% in this map http://steamcommunity.com/sharedfiles/f ... =129872492 and all tries over that number crashed for me too, so i guess that is the limit for it =

Level designer, 3D modeler, texture artist ,environment artist.

well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor

Just when I think I understand the system, it changes on me.
Fracture wrote:
well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor

Hold on; you were removing static props?

The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.

One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.

Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.

I hope this helped and you can get it to working again soon :)

damnit all. I wish the console was more specific about that. Model overload my ass

EDIT: i see no text about EDICTS anywhere on my txt files, how can i tell how much i am using?

Just when I think I understand the system, it changes on me.
Lpfreaky90 wrote:
Fracture wrote:
well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor

Hold on; you were removing static props?

The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.

One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.

Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.

I hope this helped and you can get it to working again soon :)

Oh.. Didn't knew that, i always thought that was entdata the problem :lol: i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??

Level designer, 3D modeler, texture artist ,environment artist.
Sejievan wrote:
Lpfreaky90 wrote:
Fracture wrote:
well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor

Hold on; you were removing static props?

The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.

One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.

Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.

I hope this helped and you can get it to working again soon :)

Oh.. Didn't knew that, i always thought that was entdata the problem :lol: i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??

I don't completely recall what; but indeed long names can also mess up stuff.
But yeah; edicts are for real!
In Aperture Valentine one of the things we did is make a bunch of dynamic models into one model; just to save some edicts :3

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