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View Full Version : What is the limit on flipmaps?


aktrekker
08-27-2002, 11:48 AM
Has anyone bothered to figure out the actual limit on the number of flipmaps per level?

I was working on PRJMerge to eliminate the LE errors on the output project. When merging cleopal and karnak, the output file was formatted perfectly. But when I had the program fixing the flipmap errors, the LE crashed loading the level. If I didn't fix the errors, the LE loaded the level, but eliminated the flipmaps in the add project.
I spent a couple of weeks trying to figure out what was wrong with my code. I figured there had to be something wrong with the output project. Finally, I checked the number of flipmaps in each project. Cleopal has 3, but Karnak has 10, so the total flipmaps was 13.
I tried merging cleopal with another project with fewer flipmaps, and surprise!!! It loaded just fine.

So, if anyone knows the exact number of flipmaps allowed in a level (so I don't have to spend the time to figure it out), I can include the warning in PRJMerge. Although I figure this situation will probably not come up under normal circumstances.

Collin
08-27-2002, 12:46 PM
Well, I tried a flipmap once with number 10, and I didn't do anything.... So I guess you can only use 10 flipmaps (numbers 0 to 9)......

Chronicles5
08-27-2002, 01:08 PM
True, but if you need more than 10, it's absolutely possible.

Have a bunch of flipmaps as F1, then use clever placement of flipmaps and flipoffs to make your flipmap. However, read what I said again clever. Make sure F1 in one room (if turned on later) is back turned on if you re-enter that area, but when that area is not visible, have a flip-off, to make the next flipmap you made work. Remember that triggers not placed in the flipmap won't work, because they don't exist. :D

Piega
08-28-2002, 02:41 AM
Let me clear up the fairytale about not having more then 10 flipmaps. It is not how many flipmaps you have, but the amount of polygons that must be flipped!

Look at the settomb project. It has more then 30!!! flipmaps. All are small and flip when the sand lowers down into the grates.

So when you have a big room and only one pillar must flip then split the room. It saves polygons and allow you to have more then 10 flipmaps. I have 15 flipmaps in my level and they work fine, even after reloading the level...

aktrekker
08-28-2002, 09:01 AM
What I'm talking about is the number of flipmaps in a project, not in a compiled level. WinRoomEdit was choking when there were 13 flipmaps in a project.