![]() |
|
#1
|
|||
|
|||
|
Time for an update on this issue, for 2 reasons.
1. Im working on a level with ALOT of objetcs and triggers, and I want to be clear before I set too much stuff. 2. New patches in production have smashed some of these Limitations. ------------------------------------------------- Rooms: 255 ( Extend original 100 room limit by copying last room) Doors per room: 20 FlipMaps: (Problems with more than 12 ??) Flybys : 8 Cameras per Level: 36 Texture Tiles** : 256 Nullmeshes* per Room : 32 Nullmeshes* per Level : 768 Objects*** per Room: 100 Objects*** per Level: 2000 Triggers per Level: 512 Polygons per object slot :255 (Now 510 with TREP Patch) Level Jumps per game: 42 (4=Back to Main Title, 39=Credits) Start Positions per level: 8? (Originally someone said this was 6 but i just tried 8 and it works fine. I think some limitations just depend on how much stuff is in a level. Any 'hardcoded' limit can now be altered, with some clever patching, its too clever for me unfortunately lol) *Nullmeshes are cameras, lights, sinks, fog bulbs & sounds. It appears that flame emitters also have some affect. They don't count toward the total, but during game play they will affect lighting **Maximum texture tiles is 256. Maximum textures is 1024. The first 256 textures are taken up for the 256 full tiles, even if there aren't that many in the TGA file. That leaves 768 textures you can create from partial tiles ***Nullmeshes & Triggers are included as objects ----------------------------- A Typical Output (City.Tom) *** Build All Begin *** Converting D:\Program Files\Core Design\trle\graphics\wads\city.TOM Room Tex Infos : 208 Done sprite remap [16] (Dont exceed [20]) Object Meshes:643 Null:234 Using Specific Level Sky Texture File Outputing uncompressed level D:\Program Files\Core Design\trle\data\city.lev Number Rooms:209 Possible Unused Room Textures:19 nAnimRanges = 0, mRanges = 0 nUVRanges 0| Textures 2627 2D Map 13708 AI Stuff6 Text Infos 2627 Transparent 126 Maximum Room Vertices 173 Maximum Object vertices 126 Conversion Complete - Well Nearly.... Reprocess Data - PC Specific Open D:\Program Files\Core Design\trle\data\city.lev Alloc File Buffer 6645616 Found 16 Texture Pages Found 37 Sprite Infos Found 2627 Texture Infos Processing Textures RTPages 7 BMTPages 0 0TPages 10 Compressing To D:\Program Files\Core Design\trle\data\city.tr4 Adding Samples *** Build All Complete *** Quote:
Quote:
Quote:
If you have anything to add or any corrections to make to this list please post and I will update the list. Last edited by GokuZ; 05-09-2006 at 10:55 AM. |
|
#2
|
|||
|
|||
|
The number of "Nullmeshes" per room is actually 36 in winroomedit.
The number of objects per room includes only wad objects and triggers. But the number of objects per level (2000) includes all of the "Nullmesh" objects as well. You can actually have more than 1024 texture infos. While I have not tested, I believe you can go as high as 2048. The max # cameras in a flyby is 32. I don't believe there is actually a limit on the number of cameras per level. The max polygons is not the limit. The limit is the number of vertices per MESH (255) which does limit the polygons. Since non-static objects can have more than one mesh, they can have more than 255 vertices total. The limit of 255 rooms is only because of the way the rooms are stored. Winroomedit will let you create more than 255 rooms. Tom2pc will convert it. Tomb4 will load it. But it will not work correctly. An interesting bug, isn't it? There is also a limit of 256 non-static objects per level. Some of these must be reserved for special use by tomb4, so it is recommended you do not exceed 240. The limit in tomb4 is the amount of memory it has to store everything in a level. The total, including textures, is only 5MB. If that runs out loading a level, it should prevent loading. If it runs out during play, strange things will happen.
__________________
This is my signature. Not your signature, not our signature, but MY signature. |
|
#3
|
||||
|
||||
|
Quote:
__________________
Driber.net webmaster | Forum Thumbnailer | Driber Wagon™ | -- .- .-. .. . / .. ... / -.-. ..- - . ![]() Quote by Rios ►: Any further discussion regarding action taken by a moderator or administrator is to be dealt with through a frontal lobotomy.
|
|
#4
|
|||
|
|||
|
GokuZ what patches can you recommend me for a boost and upgrade in TRLE?
I've downloaded Paolone's extended memory patch, what else can you recommend me besides this? Last edited by Jaden Kore; 05-11-2006 at 04:46 PM. |
|
#5
|
|||
|
|||
|
@ Jaden http://forums.eidosgames.com/showthr...d=1#post570733
Im not sure the memory patch is 100% its still being tested but eventually it will be combined with TREP |
|
#6
|
||||
|
||||
|
- don't place trapdoors, raising_blocks and expanding_blocks in a flipmap as this can result in problems with collision with the objects (Lara falling through trapdoor; Lara being blocked by an invisible wall above an untriggered raising_block)
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| A Database full with TRLE Stuff: www.laras-levelbase.org/stuff | daniel | Tomb Raider - Level Editor Forum | 23 | 11-17-2002 07:20 AM |
| Tribute to TRLE forums members (cont.) (FAO everyone) | Chronicles5 | Tomb Raider - Level Editor Forum | 32 | 10-21-2002 01:38 PM |
| TRLE Desktops | LarzBritsh | Tomb Raider - Level Editor Forum | 32 | 10-06-2002 01:19 AM |