RF1 Engine and Level Editor Limits: Difference between revisions
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This page lists all known limitations of the GeoMod engine and maps built using [[RED]] level editor. | This page lists all known limitations of the GeoMod engine and maps built using [[RED]] level editor. | ||
==Map Limits== | |||
* There's no guarantee that your map won't | * This table lists all known limits that you need to keep in mind when making any type of level. | ||
* There's no guarantee that your map won't perform poorly or crash for other reasons, even if these limits have not been explicitly exceeded. | |||
* Please note that only a few of these limits were officially documented by Volition, the rest were discovered through experimentation. It's possible additional limits exist that should be added to this list, we just haven't found them yet. | |||
* The de facto standard RF server and client version [[Dash Faction]] removes or increases a number of these limits. | * The de facto standard RF server and client version [[Dash Faction]] removes or increases a number of these limits. | ||
** In cases where [[Dash Faction]] has removed or increased a limit, the default limit is indicated with (RF), and the Dash Faction limit is indicated with (DF). | ** In cases where [[Dash Faction]] has removed or increased a limit, the default limit is indicated with (RF), and the Dash Faction limit is indicated with (DF). | ||
{| class="wikitable" | |||
|- | |||
! '''Element''' | |||
! '''Limit''' | |||
! '''Notes''' | |||
|- | |||
| [[RED Objects|Objects]] | |||
| 1024 (RF), 65536 (DF) | |||
| General limit on total objects - note though that not all object types count toward this limit. Entities, corpses, clutter, items, triggers, events, keyframes, targets, and possibly more, all do. | |||
|- | |||
| Corpses | |||
| 30 (RF), Unlimited (DF) | |||
| Dead entities in corpse pose. Counts both pre-placed corpses and corpses created by entities dying during gameplay. | |||
|- | |||
| Ambient sounds | |||
| 25 | |||
| Maximum number of ambient sounds that can play simultaneously. Includes both [[RED Objects#Ambient Sound|Ambient Sound objects]] and entity fly sounds as specified by "$FlySnd" in [[entity.tbl]]. When limit is reached, newly created ambient sounds will not play. | |||
|- | |||
| Faces/Polygons | |||
| 10500 | |||
| Counts all polygons on geometry (brushes) in a level. Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) | |||
|- | |||
| Face Vertices | |||
| 50400 | |||
| Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) | |||
|- | |||
| Vertices | |||
| 13650 | |||
| Counts all vertices on geometry (brushes) in a level. Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) | |||
|- | |||
| [[RED Objects#Light|Lights]] | |||
| 1100 | |||
| RED will crash if this limit is exceeded. | |||
|- | |||
| Lights on a surface | |||
| 64 | |||
| If more than 64 lights are attempting to illuminate a single surface, that surface will turn pink. You can fix this by reducing the number of lights affecting the surface, or breaking up the surface so it's more than a single lightmap. Note that coplanar faces are merged together at build time to form a single surface, so if you're attempting to break it up for this reason, you must either use portals, or create a minor change in elevation. Also note that the true area of effect for a spotlight is based up on the range being used to determine the diameter (diameter = range X 2). | |||
|- | |||
| [[RED Objects#Item|Items]] | |||
| 200 | |||
| Includes pickups, CTF flags/bases, CTF banners, etc. If you exceed 200 items, the game will stop creating them after the 200th. Dropped items by killed players/AI also count as objects, but don't count toward the 200 item limit. | |||
|- | |||
| [[RED Objects#Multiplayer Respawn Point|Multiplayer Respawn Points]] | |||
| 32 | |||
| If you exceed 32 multiplayer respawn points, the game will ignore any beyond the 32nd. | |||
|- | |||
| [[RED Objects#Particle Emitter|Particle Emitters]] | |||
| 128 | |||
| If you exceed 128 particle emitters, your level file will become corrupt. | |||
|- | |||
| Green/red boxes around switches | |||
| 32 | |||
| If you have more than 32 switches in your map that should have green/red boxes, the box will only appear for 32 of them (the others will continue to function properly, just without the visible box). | |||
|- | |||
| Total [[RED Objects#Decal|Decals]] in a level | |||
| 96/128 (RF), 384/512 (DF) | |||
| *Hard limit is absolute maximum number of decals. Soft limit is the limit after which decals begin to fade away. For decal objects placed in the editor, decals will stop being created after soft limit, and you risk level file corruption if you exceed hard limit.<br />*For total number of decals, stock game has 96 soft limit, 128 hard limit. [[Dash Faction]] has 384 soft limit, 512 hard limit.<br />*Additional limits:<br />**Total decals in a single room: 40/48 (RF), 96/127 (DF)<br />**Total weapon impact decals: 14/16 (RF), 48/64 (DF)<br />**Total GeoMod decals: 30/32 (RF), 96/127 (DF)<br />**Total decals on solids: 40/48 (RF), 96/127 (DF)<br />*In the default [[RED]] editor (non-Dash), you'll get a pop-up warning when saving your level if it contains >64 decal objects. This was a hard limit for PS2 maps. | |||
|} | |||
==Savegame Format Limits== | |||
* This table lists all limits specific to the savegame file format. | |||
* If you exceed these limits, your map may still initially load correctly, but players will experience issues when using the savegame system (including quicksaves and autosaves). For this reason, you should ensure any single player maps you create do not exceed these limits. | |||
* For multiplayer maps, you can effectively ignore this table. | |||
{| class="wikitable" | |||
|- | |||
! '''Element''' | |||
! '''Limit''' | |||
! '''Notes''' | |||
|- | |||
| Goal_Create events | |||
| 8 | |||
| | |||
|- | |||
| Alarm_Siren events | |||
| 8 | |||
| | |||
|- | |||
| When_Dead events | |||
| 20 | |||
| | |||
|- | |||
| Cyclic_Timer events | |||
| 12 | |||
| | |||
|- | |||
| Make_Invulnerable events | |||
| 8 | |||
| | |||
|- | |||
| "Other" events | |||
| 32 | |||
| | |||
|- | |||
| Bolt Emitters | |||
| 16 | |||
| | |||
|- | |||
| Decals | |||
| 64 | |||
| | |||
|- | |||
| Entities | |||
| 64 | |||
| | |||
|- | |||
| Items | |||
| 64 | |||
| | |||
|- | |||
| Clutter | |||
| 512 | |||
| | |||
|- | |||
| Triggers | |||
| 96 | |||
| | |||
|- | |||
| Movers | |||
| 128 | |||
| | |||
|- | |||
| Push regions | |||
| 32 | |||
| | |||
|- | |||
| Persistent goals | |||
| 10 | |||
| | |||
|- | |||
| Weapons | |||
| 8 | |||
| | |||
|- | |||
| Blood pools | |||
| 16 | |||
| | |||
|- | |||
| Corpses | |||
| 32 | |||
| | |||
|- | |||
| Geomod craters | |||
| 128 | |||
| | |||
|- | |||
| Killed rooms | |||
| 128 | |||
| | |||
|- | |||
| Deleted events | |||
| 32 | |||
| | |||
|} | |||
==General Engine Limits== | |||
* This table lists game and engine limits that aren't specific to any of the other limit categories above. | |||
{| class="wikitable" | |||
|- | |||
! '''Element''' | |||
! '''Limit''' | |||
! '''Notes''' | |||
|- | |||
| Bullets/Projectiles | |||
| Unknown (RF), Unlimited (DF) | |||
| Produced by weapon fire (players and AI). Exists until the $Lifetime value is exceeded, the bullet impacts something, or the projectile explodes. | |||
|- | |||
| Loaded Packfiles | |||
| 256 (RF), Unlimited (DF) | |||
| Includes all .vpp packfiles loaded by the game. These are used to store custom maps, clientside mods, etc. Without Dash Faction, the game will ignore any .vpp packfiles after the 256th. | |||
|- | |||
| Files within Packfiles | |||
| 13500 (RF), Unlimited (DF) | |||
| Includes all files within all .vpp packfiles loaded by the game. Without Dash Faction, the game will stop loading files in packfiles after the 13500th. | |||
|- | |||
|} | |||
<!--- | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 14: | Line 194: | ||
|'''Notes''' | |'''Notes''' | ||
|- | |- | ||
|Objects | |[[RED Objects|Objects]] | ||
| --- | | --- | ||
|1024 (RF), 65536 (DF) | |1024 (RF), 65536 (DF) | ||
Line 24: | Line 204: | ||
|Produced by weapon fire (players and AI). Exists until the $Lifetime value is exceeded, the bullet impacts something, or the projectile explodes. | |Produced by weapon fire (players and AI). Exists until the $Lifetime value is exceeded, the bullet impacts something, or the projectile explodes. | ||
|- | |- | ||
|Entities | |[[RED Objects#Entity|Entities]] | ||
|Yes | |Yes | ||
|64* | |64* | ||
Line 49: | Line 229: | ||
|Counts all vertices on geometry (brushes) in a level. Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) | |Counts all vertices on geometry (brushes) in a level. Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) | ||
|- | |- | ||
|Lights | |[[RED Objects#Light|Lights]] | ||
|No | |No | ||
| | |1100 | ||
|RED will crash if this limit is exceeded. | |RED will crash if this limit is exceeded. | ||
|- | |- | ||
Line 59: | Line 239: | ||
|If more than 64 lights are attempting to illuminate a single face, that face will turn pink. You can fix this by reducing the number of lights affecting the face, or breaking up the face so it's more than a single lightmap. Note that coplanar faces are merged together at build time, so if you're attempting to break up a face for this reason, you must either use portals, or create a minor change in elevation. Also note that the true area of effect for a spotlight is based up on the range being used to determine the diameter (diameter = range X 2). | |If more than 64 lights are attempting to illuminate a single face, that face will turn pink. You can fix this by reducing the number of lights affecting the face, or breaking up the face so it's more than a single lightmap. Note that coplanar faces are merged together at build time, so if you're attempting to break up a face for this reason, you must either use portals, or create a minor change in elevation. Also note that the true area of effect for a spotlight is based up on the range being used to determine the diameter (diameter = range X 2). | ||
|- | |- | ||
|Clutter | |[[RED Objects#Clutter|Clutter]] | ||
|Yes | |Yes | ||
|512* | |512* | ||
|Includes light fixtures, furniture, etc. *Limit is not on the number of clutter objects, but rather the number of them that can be saved in savegame files. If you're mapping for multiplayer, this isn't a concern. | |Includes light fixtures, furniture, etc. *Limit is not on the number of clutter objects, but rather the number of them that can be saved in savegame files. If you're mapping for multiplayer, this isn't a concern. | ||
|- | |- | ||
| | |[[RED Objects#Item|Items]] | ||
|Items | |||
|Yes | |Yes | ||
|200 | |200 | ||
|Includes pickups, CTF flags/bases, CTF banners, etc. If you exceed 200 items, the game will stop creating them after the 200th. Dropped items by killed players/AI also count as objects, but don't count toward the 200 item limit. | |Includes pickups, CTF flags/bases, CTF banners, etc. If you exceed 200 items, the game will stop creating them after the 200th. Dropped items by killed players/AI also count as objects, but don't count toward the 200 item limit. | ||
|- | |- | ||
|Multiplayer Respawn Points | |[[RED Objects#Multiplayer Respawn Point|Multiplayer Respawn Points]] | ||
|No | |No | ||
|32 | |32 | ||
|If you exceed 32 multiplayer respawn points, the game will ignore any beyond the 32nd. | |If you exceed 32 multiplayer respawn points, the game will ignore any beyond the 32nd. | ||
|- | |- | ||
|Particle Emitters | |[[RED Objects#Particle Emitter|Particle Emitters]] | ||
|No | |No | ||
|128 | |128 | ||
|If you exceed 128 particle emitters, your level file will become corrupt. | |If you exceed 128 particle emitters, your level file will become corrupt. | ||
|- | |- | ||
|Triggers | |[[RED Objects#Triggers|Triggers]] | ||
|Yes | |Yes | ||
|Unknown | |Unknown | ||
|Includes Trigger Door, Trigger Auto, and Trigger Event. | |Includes Trigger Door, Trigger Auto, and Trigger Event. | ||
|- | |- | ||
|Events | |[[RED Objects#Events|Events]] | ||
|Yes | |Yes | ||
|Unknown | |Unknown | ||
|Includes all types of events. | |Includes all types of events. | ||
|- | |- | ||
|Keyframes | |[[RED Objects#Keyframe|Keyframes]] | ||
|Yes | |Yes | ||
|Unknown | |Unknown | ||
|Includes each keyframe object, silver and gold alike. | |Includes each keyframe object, silver and gold alike. | ||
|- | |- | ||
|Targets | |[[RED Objects#Target|Targets]] | ||
|Yes | |Yes | ||
|Unknown | |Unknown | ||
Line 114: | Line 289: | ||
|Includes all files within all .vpp packfiles loaded by the game. Without Dash Faction, the game will stop loading files in packfiles after the 13500th. | |Includes all files within all .vpp packfiles loaded by the game. Without Dash Faction, the game will stop loading files in packfiles after the 13500th. | ||
|- | |- | ||
|} | |Total [[RED Objects#Decal|Decals]] in a level | ||
|No | |||
|96/128 (RF), 384/512 (DF) | |||
| | |||
*Hard limit is absolute maximum number of decals. Soft limit is the limit after which decals begin to fade away. For decal objects placed in the editor, decals will stop being created after soft limit, and you risk level file corruption if you exceed hard limit. | |||
*For total number of decals, stock game has 96 soft limit, 128 hard limit. [[Dash Faction]] has 384 soft limit, 512 hard limit. | |||
*Additional limits: | |||
**Total decals in a single room: 40/48 (RF), 96/127 (DF) | |||
**Total weapon impact decals: 14/16 (RF), 48/64 (DF) | |||
**Total GeoMod decals: 30/32 (RF), 96/127 (DF) | |||
**Total decals on solids: 40/48 (RF), 96/127 (DF) | |||
*In the default [[RED]] editor (non-Dash), you'll get a pop-up warning when saving your level if it contains >64 decal objects. This was a hard limit for PS2 maps. | |||
|- | |||
|}---> | |||
[[Category: Red Faction]] | [[Category: Red Faction]] | ||
[[Category: RF1 Editing]] | [[Category: RF1 Editing]] |
Latest revision as of 17:55, 23 August 2024
EXPLORE
EXPLORE
EXPLORE
This page lists all known limitations of the GeoMod engine and maps built using RED level editor.
Map Limits
- This table lists all known limits that you need to keep in mind when making any type of level.
- There's no guarantee that your map won't perform poorly or crash for other reasons, even if these limits have not been explicitly exceeded.
- Please note that only a few of these limits were officially documented by Volition, the rest were discovered through experimentation. It's possible additional limits exist that should be added to this list, we just haven't found them yet.
- The de facto standard RF server and client version Dash Faction removes or increases a number of these limits.
- In cases where Dash Faction has removed or increased a limit, the default limit is indicated with (RF), and the Dash Faction limit is indicated with (DF).
Element | Limit | Notes |
---|---|---|
Objects | 1024 (RF), 65536 (DF) | General limit on total objects - note though that not all object types count toward this limit. Entities, corpses, clutter, items, triggers, events, keyframes, targets, and possibly more, all do. |
Corpses | 30 (RF), Unlimited (DF) | Dead entities in corpse pose. Counts both pre-placed corpses and corpses created by entities dying during gameplay. |
Ambient sounds | 25 | Maximum number of ambient sounds that can play simultaneously. Includes both Ambient Sound objects and entity fly sounds as specified by "$FlySnd" in entity.tbl. When limit is reached, newly created ambient sounds will not play. |
Faces/Polygons | 10500 | Counts all polygons on geometry (brushes) in a level. Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) |
Face Vertices | 50400 | Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) |
Vertices | 13650 | Counts all vertices on geometry (brushes) in a level. Note that this is a "soft limit", and nothing bad will necessarily happen simply as a result of exceeding this limit. (the RED console will turn red in color, though) |
Lights | 1100 | RED will crash if this limit is exceeded. |
Lights on a surface | 64 | If more than 64 lights are attempting to illuminate a single surface, that surface will turn pink. You can fix this by reducing the number of lights affecting the surface, or breaking up the surface so it's more than a single lightmap. Note that coplanar faces are merged together at build time to form a single surface, so if you're attempting to break it up for this reason, you must either use portals, or create a minor change in elevation. Also note that the true area of effect for a spotlight is based up on the range being used to determine the diameter (diameter = range X 2). |
Items | 200 | Includes pickups, CTF flags/bases, CTF banners, etc. If you exceed 200 items, the game will stop creating them after the 200th. Dropped items by killed players/AI also count as objects, but don't count toward the 200 item limit. |
Multiplayer Respawn Points | 32 | If you exceed 32 multiplayer respawn points, the game will ignore any beyond the 32nd. |
Particle Emitters | 128 | If you exceed 128 particle emitters, your level file will become corrupt. |
Green/red boxes around switches | 32 | If you have more than 32 switches in your map that should have green/red boxes, the box will only appear for 32 of them (the others will continue to function properly, just without the visible box). |
Total Decals in a level | 96/128 (RF), 384/512 (DF) | *Hard limit is absolute maximum number of decals. Soft limit is the limit after which decals begin to fade away. For decal objects placed in the editor, decals will stop being created after soft limit, and you risk level file corruption if you exceed hard limit. *For total number of decals, stock game has 96 soft limit, 128 hard limit. Dash Faction has 384 soft limit, 512 hard limit. *Additional limits: **Total decals in a single room: 40/48 (RF), 96/127 (DF) **Total weapon impact decals: 14/16 (RF), 48/64 (DF) **Total GeoMod decals: 30/32 (RF), 96/127 (DF) **Total decals on solids: 40/48 (RF), 96/127 (DF) *In the default RED editor (non-Dash), you'll get a pop-up warning when saving your level if it contains >64 decal objects. This was a hard limit for PS2 maps. |
Savegame Format Limits
- This table lists all limits specific to the savegame file format.
- If you exceed these limits, your map may still initially load correctly, but players will experience issues when using the savegame system (including quicksaves and autosaves). For this reason, you should ensure any single player maps you create do not exceed these limits.
- For multiplayer maps, you can effectively ignore this table.
Element | Limit | Notes |
---|---|---|
Goal_Create events | 8 | |
Alarm_Siren events | 8 | |
When_Dead events | 20 | |
Cyclic_Timer events | 12 | |
Make_Invulnerable events | 8 | |
"Other" events | 32 | |
Bolt Emitters | 16 | |
Decals | 64 | |
Entities | 64 | |
Items | 64 | |
Clutter | 512 | |
Triggers | 96 | |
Movers | 128 | |
Push regions | 32 | |
Persistent goals | 10 | |
Weapons | 8 | |
Blood pools | 16 | |
Corpses | 32 | |
Geomod craters | 128 | |
Killed rooms | 128 | |
Deleted events | 32 |
General Engine Limits
- This table lists game and engine limits that aren't specific to any of the other limit categories above.
Element | Limit | Notes |
---|---|---|
Bullets/Projectiles | Unknown (RF), Unlimited (DF) | Produced by weapon fire (players and AI). Exists until the $Lifetime value is exceeded, the bullet impacts something, or the projectile explodes. |
Loaded Packfiles | 256 (RF), Unlimited (DF) | Includes all .vpp packfiles loaded by the game. These are used to store custom maps, clientside mods, etc. Without Dash Faction, the game will ignore any .vpp packfiles after the 256th. |
Files within Packfiles | 13500 (RF), Unlimited (DF) | Includes all files within all .vpp packfiles loaded by the game. Without Dash Faction, the game will stop loading files in packfiles after the 13500th. |