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Entities in Hammer are assigned IDs within the editor, say you put down a info_lighting to fix the lighting of a prop on a map and it's ID is 101120, upon compilation the prop of which the info_lighting was supposed to correct it will have the same lighting as if it wasn't attached to it. You can apply this to a myriad of entities from trigger_teleport to info_lighting and more.
Steps to reproduce
The only occurrences of this happening have been on large maps with a ton of entities, I completely understand there is an entity limit in place however the fact the map can compile correctly with the entities ceasing to function may give this off as a bug.
I'd also like to clarify that the entity ID does not correlate with the number of entities, you could have an entity with an ID of 410000 and have there only be 1000 entities on a map.
I have been able to somewhat remediate this issue on occasions by copying everything from the main map and paste special-ing them to a new map, where all the entity IDs will shift down significantly although not to what their correct IDs should be.
The text was updated successfully, but these errors were encountered:
idtest.txt
So I wasn't able to recreate the same effect but this is how I believe it happens? Every occurrence I have of this happening are on maps that require a bit of content and I don't think you want to sift through an error filled map. The trigger on the left side of this map has the ID of 300k and the other two are in the hundreds.
If the issue doesn't exist on that .vmf, then it's not really useful.
I don't care about the errors, as long as I can actually test the issue. (give me result of getpos concommand at the problematic spot or something) You can delete all the models/replace all textures with the same dev texture, you can email me the vmf if you want to, doesn't matter to me.
I have had a brief look at usages of "hammerid" within VBSP, and I do not see any obvious places where there would be a 4-5 character limit, or an integer limit.
Details
Entities in Hammer are assigned IDs within the editor, say you put down a info_lighting to fix the lighting of a prop on a map and it's ID is 101120, upon compilation the prop of which the info_lighting was supposed to correct it will have the same lighting as if it wasn't attached to it. You can apply this to a myriad of entities from trigger_teleport to info_lighting and more.
Steps to reproduce
The only occurrences of this happening have been on large maps with a ton of entities, I completely understand there is an entity limit in place however the fact the map can compile correctly with the entities ceasing to function may give this off as a bug.
I'd also like to clarify that the entity ID does not correlate with the number of entities, you could have an entity with an ID of 410000 and have there only be 1000 entities on a map.
I have been able to somewhat remediate this issue on occasions by copying everything from the main map and paste special-ing them to a new map, where all the entity IDs will shift down significantly although not to what their correct IDs should be.
The text was updated successfully, but these errors were encountered: