#Bypassing MAX_MAP_ENTITIES for map

1 messages · Page 1 of 1 (latest)

left field
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I'm currently working on a map and have run into an issue when re-compiling the map. It says that there's too many entities and is way over the limit (16k) with around 56k worth of entities on the map.

Culling entities isn't an option, but I'm currently trying to figure out how to fix or bypass this, since this is a map that already works on gmod otherwise, just needs a few fixes and some clean up that I wanted to do.

whole pagoda
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consolidate your entities

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if you have a bunch of prop_statics, group them together. CSGO has something for this in-engine that gmod doesn't have, but you may be able to just import the models into blender and recompile them together manually

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there may also be cracked compilers with unlocked limits but they will probably not be able to load ingame anyways soooo

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I cannot give advice more specific for your situation without knowing what you're trying to do that requires you to run almost 7x the entity limit (gmod has 8k edicts, + 8k for client/server reserved)

keen dune
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Something is seriously wrong if you've over 8k from a map let alone

soft owl
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limit 16k, but you're at 56k? wtf are you making lol 😄

left field
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That's the issue, I'm not making anything. I got a map that I planned to edit, decompiled it and BAM. 56k entities when I went to recompile it. My friend teaching me hammer was equally as confused when he saw it.

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It's a map that does work ingame already, but apparently when decompiling it, the entire thing has a stroke and makes it super fat.