npc_template_maker Vs point_template?
Wish I knew... I would like to know how to reduce it more? I think it means tidying up your I/0 (input/outputs) so they aren't so complicated And using the enties associated sparingly and cost effectively. And I suppose all the additive data you customise for other enties like button sounds on buttons and so on?
I think I'm confused...
I think I'm confused...
Yur I noticed when I added a lot of lights it shot up. At the moment I'm trying to sort all my npc's and templates, for a rappeling Instance I have In one place 4 combine models and four makers when I think It would be better to use 1 model and 1 maker with 4 spawn destinations. I'm still avoiding using point_template but for the above senario I think I will have to because I want them to rappel with diffrent weapons.
I would really like to know what effects on performance entdata being full really does?
I would really like to know what effects on performance entdata being full really does?
Mine Is old but it's doing ok, map is playable and It seems I got still a bit of tidying to do but framerates are getting better the more I tidy, my Hints need improving stuff like that.
I read on other forums that entdata can be reduced by simplifing stuff like I/0's and shortening names and just like you said reducing as much un needed data as possible. Which I know I have areas I can do this. A few say it's ramdom as to whether the map will perform ok depending on how badly yougo over but it possible thatsome ent's may not work properly which I think Ive experienced.
enough worrying back to work all is ok for now the map works how I want it almost
btw thnx for all the advice.
I read on other forums that entdata can be reduced by simplifing stuff like I/0's and shortening names and just like you said reducing as much un needed data as possible. Which I know I have areas I can do this. A few say it's ramdom as to whether the map will perform ok depending on how badly yougo over but it possible thatsome ent's may not work properly which I think Ive experienced.
enough worrying back to work all is ok for now the map works how I want it almost

btw thnx for all the advice.
- [FTA]c0m4ndo45
- npc_combine_s
- Posts: 306
- Joined: Sat Sep 23, 2006 9:06 pm
User talk:Robin Walker
http://developer.valvesoftware.com/wiki ... obin_Walke
Ent data is the entity data block, and it's not something you really need to worry too much about until you actually go over it. Many of the shipped HL2 maps show up as 'VERY FULL'. The easiest ways to reduce the amount of ent data you're using is to shorten entity names, remove names on entities that aren't ever being targeted (i.e. don't actually need a name), change entity logic to reduce the number of entities required (you can often rework complex entity structures to reduce the number of entities you're using), reduce the complexity of your AI nodegraph, and so on. If you have groups of entities being copied around the map, point_templates can be used to only have one copy in the map and instance it in all the places you want it.
I can't remember off the top of my head whether or not you can increase the ent data lump size in a mod, so I'll look it up when I get back to work on Monday. You shouldn't need to though... it's unlikely you've actually filled the ent data lump entirely with necessary data. -- Robin Walker 16:57, 30 Jul 2005 (PDT)
Thanks for all that - as a result I'm now going through my map, pruning things as necessary. I had soldiers named things like powernode-1-assault-2-soldier-1, so it's not surprising I ran out of space!
Well there you go.
http://developer.valvesoftware.com/wiki ... obin_Walke
Ent data is the entity data block, and it's not something you really need to worry too much about until you actually go over it. Many of the shipped HL2 maps show up as 'VERY FULL'. The easiest ways to reduce the amount of ent data you're using is to shorten entity names, remove names on entities that aren't ever being targeted (i.e. don't actually need a name), change entity logic to reduce the number of entities required (you can often rework complex entity structures to reduce the number of entities you're using), reduce the complexity of your AI nodegraph, and so on. If you have groups of entities being copied around the map, point_templates can be used to only have one copy in the map and instance it in all the places you want it.
I can't remember off the top of my head whether or not you can increase the ent data lump size in a mod, so I'll look it up when I get back to work on Monday. You shouldn't need to though... it's unlikely you've actually filled the ent data lump entirely with necessary data. -- Robin Walker 16:57, 30 Jul 2005 (PDT)
Thanks for all that - as a result I'm now going through my map, pruning things as necessary. I had soldiers named things like powernode-1-assault-2-soldier-1, so it's not surprising I ran out of space!
Well there you go.
- [FTA]c0m4ndo45
- npc_combine_s
- Posts: 306
- Joined: Sat Sep 23, 2006 9:06 pm
well seeing as I'm 111.5% I'm renaming the lot to numbers!
I've made a list of all my named entities and I've assigned a number to each.
Oh I missed this bit the final word from robin walker...
An optimisation article sounds like a good idea, but ent data shouldn't really be on it. There's pretty much no point to trying to reduce your ent data unless you've actually gone over it. It's just a chunk of text, so it takes up very little memory compared to everything else (models, sounds, textures, etc). You won't get any significant performance improvement reducing its size either, unless you manage to significantly reduce the number of entities you have (reducing the ent data block without actually modifying the entity count isn't really going to do anything at all).
Oh, and I checked out the ent data limit, and it turns out there really isn't one. VBsp is warning you that it's "full" because it's getting close to 384k, which was a size we considered a reasonable amount of ent data. Even though it uses 384k for reporting, it doesn't use that as a limit. It will go ahead and allocate as much memory as you need.
-- Robin Walker 10:29, 2 Aug 2005 (PDT)
Ah, it's merely a guideline rather than a hard limit - I did a lot of mapping on the original Half-Life, so I'm paranoid about hitting limits. Thanks again! --Cargo Cult 03:36, 3 Aug 2005 (PDT
I've made a list of all my named entities and I've assigned a number to each.
Oh I missed this bit the final word from robin walker...
An optimisation article sounds like a good idea, but ent data shouldn't really be on it. There's pretty much no point to trying to reduce your ent data unless you've actually gone over it. It's just a chunk of text, so it takes up very little memory compared to everything else (models, sounds, textures, etc). You won't get any significant performance improvement reducing its size either, unless you manage to significantly reduce the number of entities you have (reducing the ent data block without actually modifying the entity count isn't really going to do anything at all).
Oh, and I checked out the ent data limit, and it turns out there really isn't one. VBsp is warning you that it's "full" because it's getting close to 384k, which was a size we considered a reasonable amount of ent data. Even though it uses 384k for reporting, it doesn't use that as a limit. It will go ahead and allocate as much memory as you need.
-- Robin Walker 10:29, 2 Aug 2005 (PDT)
Ah, it's merely a guideline rather than a hard limit - I did a lot of mapping on the original Half-Life, so I'm paranoid about hitting limits. Thanks again! --Cargo Cult 03:36, 3 Aug 2005 (PDT