I had a few questions regarding maximum settings on a map.
After looking at EoD's "infinite" map, I was wondering how one could recreate such a map, and more thoroughly how they managed to generate the in game map and the whole ground texturing without getting a huge CTD.
My second question relates to the maximum number of statics which can be placed on a map. With the AdditionalStaticObject.con file, can an infinite number of objects be rendered on a map with a minimum amount of graphics lag? This would seem most useful for forests, and urban maps where a lot of static buildings are needed.
A few questions regarding a map's limits
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A few questions regarding a map's limits
See my Strasbourg map project here.
- Apache Thunder
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Re: A few questions regarding a map's limits
I'm not entirely sure what BF1942's limits are in this regard. I have heard there is a limit of 3000 PCO spawn templates that can be placed on a single map. Or a limit of 3000 PCOs. Not sure which.
As for object instances....pretty sure that's limitless or limited only by the amount of memory it takes to store the con file(s) used to spawn the objects. For example, Seaside Skirmish from my BFH42 mod has well over 30,000+ individual grass objects placed on the map, but no lag at all (the con file used to store them is over 6mb in size!). This is because the grass objects are simple two polygon meshes and also because they are not all rendered on screen at once due to the cullRadiusScale command I used on them so that they disappear after a certain distance.
It may get tricky if you try something like this with more complex objects, but if you tweak the cullRadiusScale just right, it shouldn't be too much of a problem. Now don't think about trying to lightmap 30k+ objects. No computer in the world will ever have enough video ram to store all those lightmap files and the game will halt to like 2FPS or something. Not to mention you will be dead and buried by the time your computer ever actually finishes rendering the lightmaps.
As for object instances....pretty sure that's limitless or limited only by the amount of memory it takes to store the con file(s) used to spawn the objects. For example, Seaside Skirmish from my BFH42 mod has well over 30,000+ individual grass objects placed on the map, but no lag at all (the con file used to store them is over 6mb in size!). This is because the grass objects are simple two polygon meshes and also because they are not all rendered on screen at once due to the cullRadiusScale command I used on them so that they disappear after a certain distance.
It may get tricky if you try something like this with more complex objects, but if you tweak the cullRadiusScale just right, it shouldn't be too much of a problem. Now don't think about trying to lightmap 30k+ objects. No computer in the world will ever have enough video ram to store all those lightmap files and the game will halt to like 2FPS or something. Not to mention you will be dead and buried by the time your computer ever actually finishes rendering the lightmaps.




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Re: A few questions regarding a map's limits
For a city or forest, what would be the optimum number of statics? Props and static buildings alike?
See my Strasbourg map project here.