UnrealEd, say may "you nodes count bigger 65535 I am refuse save such BIG map".
This map has 72968 BSP nodes, but the maximum node count supported by the UT client is 65536. This map cannot be saved.
I reduce nodes count to 58000.
Now map saves.
But I have around 5000 Polygons in Movers of all kinds.
And in game some movers not rendered at all. Look like its not have polygons.
But it is block players and projectiles. But Monsters see you as you see them. And try attack.
Now main question:
Is count of Polys (maybe Nodes too) too used in hidden manner when saved map?
Because it is look like UnrealEd try save this 5000 polygons, which means ~10000 nodes, reach limit of 65535 total nodes, and all beyond limit simply not saved?
Map consists mainly of 5 parts. I test each part separately - no any problem with invisible movers.
I test some parts together for check travel from one part to another.
Now I try build all map, and all goes to hell.
If I reduce BSP cuts, which reduce count of nodes, then more movers visible.
If I push near limit of nodes (65000), then almost all mover invisible.
I see connection here. But I can be wrong.
In Editor.log appear
Code: Select all
Warning: Node side limit reached
Before that listed:
Code: Select all
Log: Polys: 29996 -> 29996 Log: Nodes: 58644 -> 58644 Log: Points: 94137 -> 94025 Log: Vectors: 9559 -> 9559
So I think Movers also create Nodes, but not listed in final count.
And silently dropped on overflow.
Movers are on their own, a dynamic hard coded brush, not BSP
But if you make a high poly mover, and shove it in a room with another high poly mover things will go bad quick, but if you just had cube movers you can go up to about 8 movers before things get weird. I am talking loop movers or rotating in the same room not doors.
But just because you hide BSP is nothing to do with the problem, it's just less load to the load you are placing on rendering it.
You could separate the map into sections, but make it appear as one, using warp zones, like through some small hallway.
FragNbrag would be the one to ask about the big map stuff.
But from what I read, your zone thread and this, if you want to make big maps you have to make all the BSP as clean and perfect fitting early on. So you will not have extra zones you can't find, or high amounts of polys or nodes.
65406 BSP Nodes in static brushes.
So 65536 - 65406 = 130 nodes left.
I add cylinder with 200 sides as mover at center of room and start map.
Most of polys of mover disappear.
So limit 65536 is counted of full count of Nodes.
Test map: https://www.sendspace.com/file/qfpgqt
The node count went up,around 67,500-ish, but I wonder the effect of all those zones as opposed to using add brushes in a map to reduce zones.
Bottom line is you need to make a map with the least amount of nodes and polys right from placing the second brush in a map, to use geometry that don't create extra polys.
This things not connected with zone limit/count. UEd simple reuse zone index if overflow. So this does not matter.
Only some brushes connected as one zone.
I do not create map. I edit it. So I can not remake 7500+ brushes.
In any case question off possible limit and how measure it. Not how need make maps for avoid it.
Currently I have ~58500 Nodes and around 20-30 Movers with invisible nodes.
I use 1 + 60 for reach 58500.
First option definitely must be 1.
Second may vary.
Only by tests you can find best position.
I test on one part of map and got good result for 50 60 80 and 85.
But for entire map 80 and 85 is not good.