Author Topic: For The N-millionth Time- No Limits In Pcs!  (Read 1946 times)

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Offline Kazan

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For The N-millionth Time- No Limits In Pcs!
I am sick and tired of getting PMs talking about "upping limits in PCS"

PCS has exactly two limitations:
*max 20 verticies per polgyon ---- Imposed by the FreeSpace 2 Engine
* 400Kbyte buffer for BSP/IDTA data, this appears to be more than the origional freespace 2 could handle, if it's less - or if SCP has upped the limit post here and I will up that limit


as for the other limits:
You can have INT_MAX (4 to the 32nd power - one) : pturrets, sturrets, pguns, sguns, lights, sobjs, glows, etc


it should be noted though: the more complex a model is the longer it will take to compile -- if the program completely freezes it probably means a geometry flaw has caused the program to go into some sort of exception state
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline IceFire

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For The N-millionth Time- No Limits In Pcs!
I know a few people mentioned upping limits in PCS but I was under the impression that the "upping the limits" was incorrectly refering perhaps to some kind of error that they ran into that looked like it was a "limits" kind of problem.

Of course, you always have different limits to work with no matter where you go :)  Its not like anyone can wave a magic wand and make them go away.
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline diamondgeezer

For The N-millionth Time- No Limits In Pcs!
'Cept maybe Phreak :nervous:

 

Offline Bobboau

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For The N-millionth Time- No Limits In Pcs!
the BSP data buffer I beleve is one of the few things in FS that is malloc'ed, so there is no limit in this, there is however a maximum of (origonaly 800) verts wich I beleve was bumped up to 3500;
checks
current defpoint limits
Code: [Select]
#define MAX_POLYGON_VECS 3500 //6500 (7x)
#define MAX_POLYGON_NORMS 5500 //6500 (3x)
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Offline Flipside

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For The N-millionth Time- No Limits In Pcs!
Must admit, I swear by PCS, I use three POF programs for various things, but COB to POF is always done in PCS. The only time I have hit problems, it's either been my bad model design causing bounding box problems, or my habit of shrinking everything in Truespace to the point where I can actually see it, which causes poly-clashing if I don't return it to size before converting, rather than relying on the 'Scale factor' in PCS :)

But either way, I rely heavily on PCS, and think it's great :)

Just wanted to make my position clear :D

Flipside.

 

Offline Kazan

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For The N-millionth Time- No Limits In Pcs!
thanks flip

good to know bob.... maybe i'll have it allocate a larger buffer ... say a 2 meg buffer or so
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Bobboau

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For The N-millionth Time- No Limits In Pcs!
2 megs sound like it should handle just about anything we'll need in the near future, if posabe (and it it isn't so alredy) an error mesage saying something about a BSP buffer overrun to see if it is in fact what is causeing problems
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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For The N-millionth Time- No Limits In Pcs!
Quote
Originally posted by Bobboau
2 megs sound like it should handle just about anything we'll need in the near future, if posabe (and it it isn't so alredy) an error mesage saying something about a BSP buffer overrun to see if it is in fact what is causeing problems


i could also theorectically find the largest BSP structure and multiply it's size by 3500 and that should definantly do :D
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline KARMA

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For The N-millionth Time- No Limits In Pcs!
Quote
Originally posted by Bobboau
the BSP data buffer I beleve is one of the few things in FS that is malloc'ed, so there is no limit in this, there is however a maximum of (origonaly 800) verts wich I beleve was bumped up to 3500;
checks
current defpoint limits
Code: [Select]
#define MAX_POLYGON_VECS 3500 //6500 (7x)
#define MAX_POLYGON_NORMS 5500 //6500 (3x)
[/B]


ehm bob you mean that pcount (or vertcount) x subobject have been increased in fs2open to 3500?

 

Offline Bobboau

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For The N-millionth Time- No Limits In Pcs!
yess, though the norm count is still probly a limeting factor
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together