Clip Node Oddity..

CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
<div class="IPBDescription">ten percent? Huh?</div> I've noticed something rather strange with clip nodes recently. Note: I haven't done "lab testing" on this yet, so it might be a freak chance sort of thing. Dunno. Anyways...
When compiling my maps I always use the '-chart' command line option to see what kind of resources I have to play with. When ever my clip node usage hit 10+ percent I start to get the "hangs" (for lack of a better term <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ) in some places in my maps. eg: Walk against a wall, strafing, and suddenly you get "hooked" on it, and have to move away to move forward. So, I was wondering if anyone could explain/speculate/heh, guess what was going on with this. Is there a way to prevent this too? *CrAcK does a kamakazi towards VHE*

Comments

  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    i always tend to angle my clips, so when a player brushes against them they are moved gently out the way. i dont do this block clip type usually unless the player isnt suppose to go near it. also you can turn some stuff into func_illusionarys instead of clipping them, but its all dependant on what type of thing your trying to achieve in game.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    edited January 2003
    Heh, little misunderstanding here. Everything uses some of the 'clip-node-pool'. Wall, func_walls, etc
    Here check out a log file snippit.
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 22/400 1408/25600 ( 5.5)
    planes 3594/32767 71880/655340 (11.0)
    vertexes 1509/65535 18108/786420 ( 2.3)
    nodes 849/32767 20376/786408 ( 2.6)
    texinfos 397/32767 15880/1310680 ( 1.2)
    faces 1155/65535 23100/1310700 ( 1.8)

    clipnodes 3242/32767 25936/262136 ( 9.9) <------------Percentage

    leaves 570/8192 15960/229376 ( 7.0)
    marksurfaces 1437/65535 2874/131070 ( 2.2)
    surfedges 5149/512000 20596/2048000 ( 1.0)
    edges 2592/256000 10368/1024000 ( 1.0)

    Thats what I was refering to. I try very very hard to never use actuall 'clip-brushes' unless I have to.
    Edit: oh yeah, that is from a compile where I did not use any clip-brushes.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    oh sorry i though you were referring to actual clip brushes instead of nodes. some people get the two easily confused. (this morning apparently im one of them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    could you give some examples of the brushwork is like in the areas that you get stuck on?

    Because halflife has clippingissues with some types of joins. For example it doesn't like corners that are made like this

    \|/

    for some reason it thinks that the middle join extends out of the wall slightly and so you get stuck on it
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Try crawling up the base of the smelter in ns_bast, you'll find you get stuck on an invisible barrier sticking out from where two of the angles meet. This is because the base, and the sloped area just above it, are two seperate brushes, and the joining area is miscalculated by the compile.

    The trick is to join brushes that meet at angles like this, so that no invisible bumps occur. Either remake them as a single brush, or use notepad to remove the internal planes (VERC or VERC collective has a tutorial on this).
Sign In or Register to comment.