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Topic: FX_ELEM_LIMIT(2048) exceeded error |
18Rabbit |
General Member Since: Apr 12, 2009 Posts: 196 Last: Jul 11, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Jan. 26, 2010 10:29 am |
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I have some tunnels that are fire heavy, I think there are 80 torches in my caves, consisting of a stick, a light, and fire. I get this error in certain areas.
FX_ELEM_LIMIT (2048)-exceeded- not spawning fx elem
Is there a way to keep the amount of fire and torches by maybe portalling the caves into 2 or 3 parts? Does portalling stop effects from spawning if you aren't in the portal?
I am calling the effects like this. This is only the partial file
Code: //_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createOneshotEffect( "fire/firelp_small_streak_pm_h" );
ent.v[ "origin" ] = (815, 1333, -324 );
ent.v[ "angles" ] = ( 180, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_streak_pm_h";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "fire_crackle";
ent = maps\mp\_utility::createOneshotEffect( "fire/firelp_small_streak_pm_h" );
ent.v[ "origin" ] = (737, 1409, -324 );
ent.v[ "angles" ] = ( 180, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_streak_pm_h";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "fire_crackle";
ent = maps\mp\_utility::createOneshotEffect( "fire/firelp_small_streak_pm_h" );
ent.v[ "origin" ] = (930, 1601, -328 );
ent.v[ "angles" ] = ( 180, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_streak_pm_h";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "fire_crackle";
ent = maps\mp\_utility::createOneshotEffect( "fire/firelp_small_streak_pm_h" );
ent.v[ "origin" ] = (1015, 1531, -324 );
ent.v[ "angles" ] = ( 180, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_streak_pm_h";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "fire_crackle";
Also note, that I have them ALL delayed (-1), should I vary those numbers, like have some spawn at (-2) and some at (-3)? Or can I spawn them at (-1.1)? I know that won't effect the exceeded error, but might help the map load faster. Any suggestions appreciated. Thank you. |
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zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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.KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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infinet |
General Member Since: Feb 4, 2008 Posts: 208 Last: Jan 23, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Mar. 18, 2010 07:43 am |
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.KiLL3R. writes...Quote: Add a cull range to the fx, small things like sparks or embers can have a small cull range while the main fire part can have a higher cull range.
Once you are out of the fx cull range for a particular element it will no longer draw that element.
I am facing this same issue right now (FX_ELEM_LIMIT(2048) exceeded error).
I don't understand what you mean by "Add a cull range to the fx"
How do I do that? |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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.KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Mar. 18, 2010 04:00 pm |
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.KiLL3R. writes...Quote: No, BraX, thats not the correct setting, I don't even think Frustum cull radius actually does anything.
My faul, i was working in cod2 fx editor for long time and there are a bit diferent function names... Thanks for correction. |
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Mar. 18, 2010 06:21 pm |
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DemonSeed writes...Quote: For anyone wondering, and as a piece of trivia, frustum (as in frustrum cull radius) was/is former studio head Jason West's online user name.
Yeah. but Frustrum Culling is actually a method of Culling. Frustrum Culling only renders what you see on the camera.
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