ymap prop limit
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Is there an in game limit to how much can be added or am I missing an object list? A lot of addons are spawning incomplete.
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@10gigarays said in ymap prop limit:
Is there an in game limit to how much can be added or am I missing an object list? A lot of addons are spawning incomplete.
yeah me too in map editor and menyoo spooner limited to 2048 props if u reach that limit you can't spawn any of props and i want also want atleast 94683 lights or more but spooner is limited with 2048 props only lol how gonna be fix that?
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@Venkey @10gigarays ... Venkey, I've seen you post about this limit before and it got me to wondering if it is just a game limit of some type or if is indeed a ME or Menyoo problem. I made a quick video showing just how easy it is to use CodeWalker to make a ymap, I even did it using a streetlight for ya, but I stopped in the 300ish range since I'm not interested in trying to actually place close to 95,000 lights. This video will show you how easy it is to make a ymap in CW and how quickly I was able to get them lights in the game. Of course I didn't spend much time at all with placement until towards the middle just to show something different. I am wondering if you would give CW a try and see if it also has a limit of 2048 or if you could reach the number you want. Also note how the game acts up with all them light soooo close together. **** Just in case anyone here has PSE, you should stay away from minute 14:05 for about a second and then just stop watching at 14:20.
ps. you wouldn't even need to start your project over. Just make it a ymap and then you can load that ymap into CodeWalker as your starting point there.
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@chonkie lol Thanks for video bro. Actually My Project Is Different I Want More Than 90 Thousand Lights But this is Also A Good One But I Can't Use Much Longer Because I Can Place Faster In Menyoo Spooner But There Is Limited 2048. Anyway Thanks For Your Help And Your Video
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@Venkey The point of my post was just showing you how to do it in CodeWalker. I know your project is different. You keep mentioning this limit but you don't know for sure if it is a Menyoo issue or if it a game issue. That's why I wanted you to try to see if there is the same limit using CodeWalker. You need to test it out. Heck, send me your ymap with what you've already done and I'll test the limit if you can't be bothered with it.
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@chonkie said in ymap prop limit:
@Venkey The point of my post was just showing you how to do it in CodeWalker. I know your project is different. You keep mentioning this limit but you don't know for sure if it is a Menyoo issue or if it a game issue. That's why I wanted you to try to see if there is the same limit using CodeWalker. You need to test it out. Heck, send me your ymap with what you've already done and I'll test the limit if you can't be bothered with it.
Hi, But It is Personal File How Can i Send To You In This Thread? So I Can Send Through Facebook :- https://www.facebook.com/venkateshwar.rao.9256028 ok
Send Me A Request I Will Send You And Check it Out It Is Problem Is Menyoo Or Game ok
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@Venkey. I'm not sure how to do that, I'll have to google it when I get home. I'm sure there is an easy way. I'm not that techy so have to google everything I come across. I don't do the facebook/twitter/or whatever else there is. Heck, i didn't even own a computer until a few months ago when I decided to build my own, had not even used one for close to 10 years. My last computer was a 2001 Gateway that I bought from a physical store location! This modding stuff is the most involved thing I have ever done with a computer, before this it was just used for watching adult videos.
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@chonkie It's Ok, Create A Facebook Account For Me
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@Venkey I'll install facebook when I get home if that is one way to get your file to me so I can test out the limit as well. I am interested to find out the answer.
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@chonkie said in ymap prop limit:
@Venkey The point of my post was just showing you how to do it in CodeWalker. I know your project is different. You keep mentioning this limit but you don't know for sure if it is a Menyoo issue or if it a game issue. That's why I wanted you to try to see if there is the same limit using CodeWalker. You need to test it out. Heck, send me your ymap with what you've already done and I'll test the limit if you can't be bothered with it.
Actually, there reallly does seem to be a game limit.
At ca. 2,300 objects, Menyoo will stop spawning new objects. This was to be expected, as there's a PoolName called Object (not very imaginative, really) which is set to 2,300 default. You can increase this value, like:
<PoolName>Object</PoolName> <!-- Raising this value can cause issues with recording --> <PoolSize value="6000"/> </Item>
That will even allow Menyoo to spawn way more objects (mind you, ymap itself can already go way past that natively).
The sad part, however is, that there still seems to be a limit. Some ymaps, with like 2,000 objects in it, load just fine. But add like a tons of peds (like with Spooner) and objects (like walls and assorted stuff) will start to disappear! And some objects in the ymap even become mangled, like suddenly oddly rotated (the latter should be impossible, really, but happens nonetheless; game memory must get corrupted somehow). Or other weird stuff will start to happen, like doors and tv sets will go missing from the known high-end Eclipse interiors.
The objects aren't truly gone, it would appear: they're more like pushed out of memory, as it were, and will return when you either clear the Menyoo entity cache in case of Menyoo added objects, or when you reduce some ymaps you may have (after a restart, of course).
Tl;dr: there really is a ymap object limit.
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@meimeiriver Yeah, there was another thread, or it could have been in private chat, where we figured stuff out. This was actually for Venkey's cat eye road studs mod. About that limit, I think it depends on many factors, because I was actually able to load up the file Venkey sent and I was able to add way more entities past the 2048 with CodeWalker to his file and load it in my game without issues, but they were just small lights for the road so maybe the entity being small helped it to not mess up anything for me when I tested it. I might have also had that pool size increased without knowing it.
Just no video of that test since at that time I didn't want to show a video with his mod that was a WIP.But like you said, this game will do some odd stuff at times. We already came up with the conclusion then, that it would be better for the mod to be broken up into multiple parts, like zones for the area the lights are being added to. I thinks that's what ended up happening.
I don't use Menyoo because I had issues like you described when I first started modding. I originally made the outside ymap portion of my mod with Menyoo, but a few things would get rotated wrong and place wrong, I guessed maybe the xml-to-ymap tool could have caused it, so I redid that part using CW and all was good. Haven't had anything get rotated or placed wrong since then.
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@chonkie said in ymap prop limit:
@meimeiriver Yeah, there was another thread, or it could have been in private chat, where we figured stuff out. This was actually for Venkey's cat eye road studs mod. About that limit, I think it depends on many factors, because I was actually able to load up the file Venkey sent and I was able to add way more entities past the 2048 with CodeWalker to his file and load it in my game without issues, but they were just small lights for the road so maybe the entity being small helped it to not mess up anything for me when I tested it. I might have also had that pool size increased without knowing it.
Just no video of that test since at that time I didn't want to show a video with his mod that was a WIP.But like you said, this game will do some odd stuff at times. We already came up with the conclusion then, that it would be better for the mod to be broken up into multiple parts, like zones for the area the lights are being added to. I thinks that's what ended up happening.
I don't use Menyoo because I had issues like you described when I first started modding. I originally made the outside ymap portion of my mod with Menyoo, but a few things would get rotated wrong and place wrong, I guessed maybe the xml-to-ymap tool could have caused it, so I redid that part using CW and all was good. Haven't had anything get rotated or placed wrong since then.
Peds can't be loaded via ymaps, of course. Hence they are/must be added via Menyoo. The way maps usually work (for me), is you have a base ymap or two, and then a Menyoo spooner file to add peds/cars/helis, etc. Anything loaded via Menyoo is a huge memory hog (it's far superior to Map Editor, of course, which I dropped several years ago already), but still not ideal.
As for rotation, I think there was the odd rotation/quaternation bug in an early version of ME2YM, but that got fixed. The weird part here was, that the ymap actually loaded without the rotation error (in one of the fences). Then I loaded a spooner file, which adds like a zillion cars/peds, etc, and only THEN is the fence suddenly rotated 90 degrees! That should not be possible at all. I should make a vid of it.
Today I will start recalculating all entitiesExtents for all my ymaps. ME2YM is partly to blame for that, as it can't recalculate the extents properly, and you'll wind up with a default section like:
<streamingExtentsMin x="-10607.19000000" y="-5562.67300000" z="-976.49620000"/> <streamingExtentsMax x="9392.80800000" y="14437.33000000" z="5023.50400000"/> <entitiesExtentsMin x="-10607.19000000" y="-5562.67300000" z="-976.49620000"/> <entitiesExtentsMax x="9392.80800000" y="14437.33000000" z="5023.50400000"/>
Which is horribly wrong, really. Especially entitiesExtents need to be properly limited. And this may, indeed, be why my game goes into ymap overload. I shall get back to you on this one.
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Why, took me half a day repairing all ymaps, but I'm happy to report indeed the entitiesExtents were the cause.
Now all my maps load again, without stuff elsewhere disappearing; and I was even able to restore a few maps (heretofore removed because of overload).
You guys likely already know the stuff below, but to the benefit of all, might as well talk about this a bit.
entitiesExtentsMin/entitiesExtentsMax are pretty much what bbMin/bbMax are for objects: a measure of how far the objects extend -- a bounding box (bb), if you will, but then for the entire ymap. Although undocumented, ymap entitiesExtents are what allows the game to not have to keep all objects in memory, all the time, even when you're at the far end of the world. ME2YM can't calculate extents properly (more on that later), so you'll have to use CodeWalker for that. For example, I recently installed a stellar Designer Apartment. It's a ymap inside an existing skyscraper. So I set its entities as follows:
<streamingExtentsMin x="-738.4982" y="168.1049" z="90.00000000"/> <streamingExtentsMax x="-666.4982" y="238.1049" z="140.00000000"/> <entitiesExtentsMin x="-738.4982" y="168.1049" z="90.00000000"/> <entitiesExtentsMax x="-666.4982" y="238.1049" z="140.00000000"/>
Note that, in this case, I set the streamingExtents equal to the entitiesExtents, as the ymap is inside a (closed) existing building, so there's no point streaming it from afar. Normally, leaving streamingExtents set to max is just fine, and often preferred even, as you want your build to become visible when you, say, fly towards it in a heli (and not just when you're inside the entitiesExtents bounds, which looks fugly).
CodeWalker is the way to go. CW can calculate extents from a Menyoo spooner file. Sadly not re-calculate for an existing ymap (at least not that I could find), but that isn't an issue per se. All you basically need to do, in Menyoo, is to spawn 2 objects (like the famous prop_dummy_car), and place one just outside the bottom left corner of your build, and one just outside the top right corner. Then save the spooner file, open it with CW, and it will have already calculated the extends for you. Copy those values to your ymap(s).
As I said, ME2YM can't calculate extents properly. In fact, it de facto does nothing at all, and just sets everything to max. It occured to me, though, this morning, that there's actually no way for ME2YM to do this at all, as any tool calculating the extents, needs to know not just the (trivial) max X, Y, and Z location of your objects, but also needs to have access to the corresponding ytyp files, governing the bbMin/bbMax extents of said objects. So, maybe that's why ME2YM decided to just set everthing to max?! Who knows. Point is, max entitiesExtents on everything will come back to bite you in the arse, sooner or later. So, best do what I did, and start recalculating the extents for your ymaps.