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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: FX_ELEM_LIMIT(2048) exceeded error
18Rabbit
General Member
Since: Apr 12, 2009
Posts: 196
Last: Jul 11, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 26, 2010 10:29 am
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
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 26, 2010 11:38 am
First you need to see if some Fxs are actually visibly gone to the Player eye. Portalling will not help since FXs are Always drawn, regardless of the Player FoV or distance.

80 Torchs seems very high number, maybe reduce the number and use a dynamic light for them to make them brighter?
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 26, 2010 03:46 pm
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.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 26, 2010 04:58 pm
.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.


Didnt know you could do this, very useful indeed! [thumbs_up]
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infinet
General Member
Since: Feb 4, 2008
Posts: 208
Last: Jan 23, 2013
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 18, 2010 07:43 am
.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
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 18, 2010 10:38 am
infinet writes...
Quote:
don't understand what you mean by "Add a cull range to the fx"

How do I do that?


You can add cull range in Effects Editor by editing FX file:
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 18, 2010 11:18 am
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.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 18, 2010 02:01 pm
No, BraX, thats not the correct setting, I don't even think Frustum cull radius actually does anything.

Range Min / Max is the cull setting.
First box set the min range, if you're closer than this to the element it won't be drawn.
Second box sets the max range, if you're far away than that to the element, it won't be drawn.

The fade boxes can make elements fade in and out depending how far they are.
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 18, 2010 04:00 pm
.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
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 18, 2010 06:21 pm
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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