Maes
I like big butts!

Posts: 8664
Registered: 07-06 |
As I said, it's an np-complete problem: the number of visplanes is not always equal to the number of sectors: visplanes can be thought as the "subsectors" that result after passing your map through a node builder (in plain words, every room you make, even a square one, will be split into smaller subsectors for the engine to use, it won't render a large open area as one big-ass sector).
So while editing, you already have an uncertainty on what the actual subsector (SSECTORS) configuration of your map will be: you can only control SECTORS, which will be turned into SSECTORS by the node builder.
Futhermore, during gameplay, some SSECTORS are merged into a single visplane by the engine, if they use the same texture/have the same height.
Roughly, you can expect every SECTOR in an average sized and detailed area to split into 3 SSECTORS, and those 3 SSECTORS to result in 2 visplanes, on average (pretty crude, but it gives you an indication of what to expect). Things that make matters worse are using excessive floor and ceiling flat variety, because they prevent visplane merging (I remember a very simple WAD that showcased every flat in one room crashed under DOOM v1.1) and of course using a lot of detail, protruding objects, slopes, etc.
Still, unless your map is really pathological in design, the only way to see if it will crash is to play the finished product (aka something that has been node-built and is being rendered through the target engine) and see if it will crash. OK, so you may not catch the case of someone surveying all of the level through a convoluted window and elevator passage from an awkward little alcove on a hill...shit happens.
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