Is there a way to overcome the object limit? [Solved]

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Bantha55
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Is there a way to overcome the object limit? [Solved]

Post by Bantha55 »

I know too many objects crash a map...One of my maps has too many but i don´t want to remove some--is there a way to give a map more object slots?Or something like this? :crying:
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Re: too many objects....

Post by Teancum »

Nope, it's hard coded
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Re: too many objects....

Post by Taivyx »

Yeah, the SWBF2 Engine just can't support that many objects.
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Re: too many objects....

Post by Caleb1117 »

Is it possable to consolidate by multi-selecting, and saving .OBJ files?
Then you could delete the source objects, and load the .OBJ in its place, one for many.
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Re: too many objects....

Post by Teancum »

Nah, grouped objects still count as individual ones.
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Re: too many objects....

Post by Bantha55 »

:crying: ok...
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Re: too many objects....

Post by trainmaster611 »

This is going to sound like a pain-in-the-[Diet Dr. Pepper], and it is. You could try learning XSI and then merging the models in XSI. Then go back and add them as one object.

Fortunately, I predicted this problem with my own map using algebra because I'm a genius.
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Re: too many objects....

Post by BountyHunterV »

yeah we all know that train :P

so...is there a specific number of objects that you can put in a map, or does it depend on the map? because i am probably---no, definitely---encounter this problem with my map
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Re: too many objects....

Post by trainmaster611 »

Its 1053 objects. Obviously props and stuff count towards that but I'm not sure if stuff like cps or vehicles in game count towards that figure.
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Re: too many objects....

Post by BountyHunterV »

OH ****

i was hoping it was like 10,000...i've been workin on my map for like 4 frickin months and now its gonna fall flat on its face--theres no way i can only have 1053 objects in it

so theres absolutely no way around this? no way to group objects together somehow, or something?
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Re: too many objects....

Post by Taivyx »

Well, there is...... kind of.......

You would import the meshes into a 3d modeling program (XSI, Max, Lightwave, etc), then group them together into one object. Keep in mind the poly limit for each object though.
While this way will help you to avoid the object limits, I think the SWBF2 engine may have a limit to the amount of poly's in one map.

You could certainly try though
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Re: too many objects....

Post by Teancum »

10,000 objects is major overkill. I've seen campaign maps in big commercial games that have less than 2000 and you'd never notice the difference. You're gonna have to find another way.
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Re: too many objects....

Post by Caleb1117 »

BountyHunterV wrote:OH ****

i was hoping it was like 10,000...i've been workin on my map for like 4 frickin months and now its gonna fall flat on its face--theres no way i can only have 1053 objects in it

so theres absolutely no way around this? no way to group objects together somehow, or something?
What are you making that would need so many? :?
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Re: too many objects....

Post by BountyHunterV »

a maze map...you know there are all the different tunnel/corridor pieces, and obstacles, and all that stuff...its really big

but nvrm about the whole 10,000 thing lol--i grossly overestimated the amount of objects i had in my map, i should be able to keep making it as long as i am careful about the object limit now
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Re: too many objects....

Post by Ace_Azzameen_5 »

My map freezes when I add to many objects (or maybe poly's) and I think I have well over 1053. Its a big map with many sectors. Maybe 1053 wld/lyr objects have to be simultaneously rendered for the crash to happen.
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