Clipnodes

Skyforger2Skyforger2 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 !

Comments

  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    Clipnodes are generated everywhere where there is an open space (except outside the map itself, of course), and also in places where the player can't get (such as outside the window, or between the pipe you mention). So, if you need to keep your clipnodes low, you could place a clipbrush there. I usually place clipbrushes at all places like that, to save up on clipnodes and also to ease up the movement for skulks for example.

    As for your error, I don't know what causes it, could you post the whole compile log?
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    It sounds like your problem likely isn't due to clipnodes, unless you have an already huge map.

    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.
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    thank you about clipnodes i now understand but there is one more problem whit VIS it isn't working so there are my log

    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 -----
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Well, for starters, you're not actually running VIS. The sequence is CSG -> BSP -> VIS -> RAD. You're missing the VISibility section, and hence your RAD isn't running properly. Get that in there, its a standard compile process.

    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)
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    edited March 2008
    that light file error is strange i know 100 % that there are no dublication but that not a problem.

    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)
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    edited March 2008
    I've actually had that very same error in my map this week (hlvis crashing without error message, and no errors with alt+p). Though mine crashes before it even starts processing. I'm not totally sure why it happens but I think it's because of too complex "leaf portal saw into leaf" errors. Read more about it here: <a href="http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm" target="_blank">http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm</a> and <a href="http://www.slackiller.com/tommy14/errors.htm#leafsaw" target="_blank">http://www.slackiller.com/tommy14/errors.htm#leafsaw</a>

    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?
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    deleted the outdoor place adn then vis compiled but the rad showed up the error.

    is that stil bicouse of leafs ?
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    edited March 2008
    Hard to say, but you should fix that leaf error and see if that solves it. I have loads of leaf errors to fix myself, and it's a pain to find <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Also, try the box method, which I think you're familiar with.

    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.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    A leaf portal sees into leaf error is often caused by too many brushed in a single brush entity. Check for such an entity around those coordinates.
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    tonight run the full vis and al compile but leaf errors still showed up but the map runs fine.

    But how to find errors from cordinates the first iz x then y then z ?
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    You can see the coordinates in the lowest part of Hammer. Though I think the coordinates are kinda obscure and it's hard to find exactly what's causing the error, you just get a hint of approximately where the error is.
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    but in hammer are only 2 cordinate numbers
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    edited March 2008
    In the error message, they are listed as x, y and z coordinates. Depending on what view you have your mouse in in Hammer, the two numbers on the lower part of the screen represent different coordinates. If you are in the x/y view, look at the first two numbers in the error message, and vice-versa for the other views.
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