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What Doodad Limit?

10-26-2004, 07:45 PM#1
Hessgasoline
This isn't a question about how can I break the doodad limit.

I really need to know about how many doodads are in a standard Battlenet map, that doesn't lag. I'm going pretty heavy, and want to maximize their usage but not comprimize the system.

Thanks.
10-26-2004, 08:27 PM#2
Panto
Well, I don't know the numbers off-hand, although I think the destructible limit is around 6400, technically speaking. I don't know about doodads.

Make it look good with as few as you can manage, and if you have lag issues, start thinking about ways that you can re-terrain or space things out to use less.
10-26-2004, 09:52 PM#3
Arohk
i think the lag has to do whit the amount of polygons and spezial effects ,not whit the number of doodads you use
10-27-2004, 12:19 AM#4
th15
While what Arohk says is true, the actualy polygon count of most doodads are mostly negligable (some are just two sprites at right angles...).

I think the main issue is caching all those doodads. The doodads are arranged into tilesets and only a relatively small variation of them should be used in a map. Having 6400 of one doodad probably won't hurt the computer much. Have 6400 different types of doodads means that your computer will have to cache the geometry and texture of all those types of doodads which will use up a fair bit of ram and take forever to uncompress. This means that if the player doesn't have enough ram, it will be pretty damn jittery and the loading time for the map will be very, very long.
10-27-2004, 07:37 AM#5
Earth-Fury
to add nice effects, like grass under trees, i "over use" the shrub model. it adds a nice look, and it is minimal in size. also, the doodad limit is 8400 i think. (ive gone over it manny, manny times. :P) now, to reduce lag, dont think doodads. think about minimizing periodic events, minimizing custome models, minimize massvice "over" balancing. (2 million damage-like. try starting hp at ATLEAST 5 for weak stuff to kill in 1 hit, then move up from there at SMALL denominations.)
10-28-2004, 07:22 PM#6
Warlord255
Oy vey. This is bad news, i have five different tileset areas in my map right now and i have quite a few custom icons. I hope ths doesn't lagmup my awesome map.

A related question, what about triggers? What's the breaking point so far as you know? and global trigger variables?