Environmental objects

For toolset tutorials as well as question and answers.
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ElCadaver
Rust Monster
Posts: 1202
Joined: Wed Mar 24, 2004 3:22 pm
Location: Perth, Western Australia

Environmental objects

Post by ElCadaver »

Just wondering, as these have no collision data and are lesst resource intensive, is there any cap on numbers for environmental objects? Used a LOT in an area last night and the module crashed on closing.
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Wynna
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Joined: Sat Jan 03, 2004 10:09 am
Location: Seattle, WA (PST)

Re: Environmental objects

Post by Wynna »

I experience slow opening and inability to open a 19 x 14 area with others open in areas with upwards of 750 environmentals, 100 or so placeables, 100 or so candle light sources and other placed effects. That's about the only benchmark I can offer.
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ElCadaver
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Joined: Wed Mar 24, 2004 3:22 pm
Location: Perth, Western Australia

Re: Environmental objects

Post by ElCadaver »

I had a 24x24 area with about 50 ferns(trees, one seed), and maybe 200 'shrub' placeable environmental objects. I gues I'll try it again.
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Aelred
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Loading Crashes and Saving Crashes

Post by Aelred »

Back when I was working on my 32x32 Essembra area I had around 300 trees. I needed to turn the shadows off in the toolset when I was working on it or the fps would dive and it used to crash alot. I also had an area with around 2000 environmental placeables that used to crash quite a bit until I figured out this trick...

Before loading a big mod and when saving a big mod try turning everything off under SHOW/HIDE - especially the trees. You will see the difference right away with fewer crashes. Once you have loaded the mod and opened your area go ahead and turn everything back on.The same would apply to shadows and water. Basically I think the less your computer has to draw on the screen the more memory is freed up for loading and saving comfortably.
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