Clipnodes
Skyforger2
Join Date: 2007-10-19 Member: 62681Members
<div class="IPBDescription">how does it work</div>Do clipnodes are generated where the player can't get like outdoor places behind the windows and other places like very small 8 units places between pipes and behind pipes and such places. if yes then i need place clip brush there ?
and i hawe a problem whit hlvis sometimes whit hlbsp i just shows a windows error.
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90
LeafThread:
10%...20%...30%... and then error
hmmm everything now ok but vis stil not working WHY <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /><img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />?? i complete it rad worked fine map had a lights and all the other but engine rendered whole map !
and i hawe a problem whit hlvis sometimes whit hlbsp i just shows a windows error.
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90
LeafThread:
10%...20%...30%... and then error
hmmm everything now ok but vis stil not working WHY <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /><img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />?? i complete it rad worked fine map had a lights and all the other but engine rendered whole map !
Comments
As for your error, I don't know what causes it, could you post the whole compile log?
Each clipnode is (from my understanding and research) a flat surface that the player can bump into. Its more complicated then that, but you can get an idea of how they work from that.
So, an empty room would be 6 clipnodes (or a multiple thereof), since theres 4 flat walls and a ceiling and floor.
But then if you add a cube into the room, floating off the ground, the clipnodes would go up to 12, because that cube adds in 6 sides as well.
The key to lowering clipnodes is to 'fill in holes'. If you have a computer panel that is set in the wall, place a clipnode in the empty space to that the clip and the wall become one flat surface. This also helps players navigate the walls much better.
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: "D:\NS TOOOOOOOLS\ZHLT\hlcsg.exe"-texdata 8000 -hullfile "D:\NS TOOOOOOOLS\nshulls.txt""D:\NS TOOOOOOOLS\co_ship5555"
Loading hull definitions from 'D:\NS TOOOOOOOLS\nshulls.txt'
Entering D:\NS TOOOOOOOLS\co_ship5555.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8192000 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ D:\NS TOOOOOOOLS\nshulls.txt ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
90 brushes (totalling 538 sides) discarded from clipping hulls
CreateBrush:
(86.34 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(22.97 seconds)
Using Wadfile: \program files\natural_selection_3.2_final\ns\ns2.wad
- Contains 63 used textures, 43.75 percent of map (296 textures in wad)
Using Wadfile: \program files\natural_selection_3.2_final\ns\ns.wad
- Contains 45 used textures, 31.25 percent of map (578 textures in wad)
Using Wadfile: \program files\natural_selection_3.2_final\ns\ns_tanith.wad
- Contains 11 used textures, 7.64 percent of map (101 textures in wad)
Using Wadfile: \program files\natural_selection_3.2_final\ns\ns_eclipse.wad
- Contains 8 used textures, 5.56 percent of map (61 textures in wad)
Using Wadfile: \program files\natural_selection_3.2_final\valve\halflife.wad
- Contains 17 used textures, 11.81 percent of map (3116 textures in wad)
added 14 additional animating textures.
Texture usage is at 4.99 mb (of 7.81 mb MAX)
112.78 seconds elapsed [1m 52s]
----- END hlcsg -----
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: "D:\NS TOOOOOOOLS\ZHLT\hlbsp.exe""D:\NS TOOOOOOOLS\co_ship5555"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000
..6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500
..11875 (3.95 seconds)
BSP generation successful, writing portal file 'D:\NS TOOOOOOOLS\co_ship5555.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000
..6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500
..12000...12500...13000...13500...14000...14158 (3.22 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000
..6500...7000...7500...8000...8500...9000...9500...9715 (1.69 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000
..6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500
..12000...12500...13000...13500...14000...14500...15000...15500...16000...16101 (3.98 seconds)
73.47 seconds elapsed [1m 13s]
----- END hlbsp -----
hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: "D:\NS TOOOOOOOLS\ZHLT\hlrad.exe"-lights "D:\NS TOOOOOOOLS\ZHLT\lights.rad""D:\NS TOOOOOOOLS\co_ship5555"
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
[Reading texlights from 'D:\NS TOOOOOOOLS\ZHLT\lights.rad']
[15 texlights parsed from 'D:\NS TOOOOOOOLS\ZHLT\lights.rad']
[Reading texlights from 'D:\NS TOOOOOOOLS\ZHLT\lights.rad']
Warning: Duplication of texlight 't_comp2a' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'light_stripred' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight '~trn_ns' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'wall_circuits' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'comp_panel3b' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'light_stripblue' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'light_yg03red' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'comp_bluestrip' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight '+0ctrl_01a_fx' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'fx_panel09' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'fx_screens03' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'light_yg03blue' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight '~SPOTRED' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'light_newred' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
Warning: Duplication of texlight 'light_newwhite' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!
[15 texlights parsed from 'D:\NS TOOOOOOOLS\ZHLT\lights.rad']
Warning: No vis information, direct lighting only.
15145 faces
Create Patches : 59216 base patches
0 opaque faces
311145 square feet [44804944.00 square inches]
5139 direct lights
BuildFacelights:
(2059.64 seconds)
FinalLightFace:
(0.27 seconds)
2061.11 seconds elapsed [34m 21s]
----- END hlrad -----
Also, it looks like your lights.rad has some duplicated lines or something. See all those Warning's at the end? Take those names and use the Find command in your lights.rad to find where the duplications are. Delete the one you don't want of the two.
(lights.rad is what makes certain textures emit light; beside the texture name is the 3 numbers for colour, and then the 4th is for brightness. I'm guessing you have the same texture with two separate entries, for all those textures)
When i run my completed map all texture lights are running everything is ok but i think vis is not working bicause the whole map is generated when i check it whit gl_wireframes 2
this is how it's hapening
<img src="http://img524.imageshack.us/img524/3697/viserrorie5.jpg" border="0" class="linked-image" />
<b>meybe that bicouse i got some problems whit motherbord bicouse NS game crushes to sometimes and other games to, bet when i compile a part of my map it runs well</b>
when i run fast vis this come up
BasePortalVis:
(161.19 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 2031 and 2047:
(-179.750 -996.129 -222.000)
(-176.000 -1003.871 -216.000)
(-164.000 -1029.677 -196.001)
(-158.000 -1042.949 -185.714)
(-158.000 -1160.000 -95.000)
(-172.200 -1160.000 -95.000)
(-232.000 -1124.927 -122.182)
(-232.000 -996.129 -222.000)
I've tracked down the places using the box method (like when looking for leaks) and managed to fix it... but then of a sudden, it's there again, and this time on a different brush. I've also found out that sometimes it works running fast vis instead of full, and vice-versa, but sometimes neither works (and the box-method has to be used). Tried googling it, but no results. Anyone else knows if something else triggers this hlvis crash?
is that stil bicouse of leafs ?
Edit: that rad crashes (rad is what fixes the lighting of the map) might be because of that other error you get, the "Warning: Duplication of texlight 't_comp2a' in file 'D:\NS TOOOOOOOLS\ZHLT\lights.rad'!", since it seems it gets two or more copies of the same texture light.
But how to find errors from cordinates the first iz x then y then z ?