Max Clip Nodes
Lt_Gravity
Join Date: 2003-04-28 Member: 15909Members
<div class="IPBDescription">finally a noob question...</div> I dont want to be one of the guys asking for help to problems that were allready solved.
so I rebuld my question:
whats the best way to fix a "maximum clipnodes" error? I read that additionla clipbrushes would help it. so have I to clip half of the map to get rid of the error? how can this errors be avoided? do entities also count to the clipnodes calculation?
another problem is that there are also some leaks going with this error. I ask myself if I only can fix the clipnode error when finding the leaks. but cause of the clipnode error Im not able to check the map for leaks ingame. its a really weird problem I never had before...
edit:
ok I fixed the clipnodes error (puh!). how do you guys avoid this error? "clipbrush" half of your maps? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
so I rebuld my question:
whats the best way to fix a "maximum clipnodes" error? I read that additionla clipbrushes would help it. so have I to clip half of the map to get rid of the error? how can this errors be avoided? do entities also count to the clipnodes calculation?
another problem is that there are also some leaks going with this error. I ask myself if I only can fix the clipnode error when finding the leaks. but cause of the clipnode error Im not able to check the map for leaks ingame. its a really weird problem I never had before...
edit:
ok I fixed the clipnodes error (puh!). how do you guys avoid this error? "clipbrush" half of your maps? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
shadowics: map smaller? I used up all the y-space in worldcraft. thats no so big <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ok I lernes about the clipnodes but what about this new error?
If a clipnode is encased in an already clipped volume, then it will be cancelled out.
ehm... forgot to buy ammo <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> com? ammo?
out of memory, too much textures, entities in freespace, leaks, invalid brushes, missing models, missing wads, ... is there any error that is not possible exept "congratulations! this is an anniversary error. possible cause: you finished your map" *gets nuts*
but this annoying alloc:full error doesnt want to disappear! to lower the memory used on the map in cut off 2/3 off the map and deleted all entites exept player_start and player_deathmatch to at least test the leaks out in dmc <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
even the memory usage is lower than before I get this ******* error! this makes me mad!!! what is the problem?
edit (little later):
I think I know what "allocblock:full" means. I get it with an "hull 2, hull 3, hull 4" error. that means there is no place in the map where the player can spawn. funny thing since my map reaches the editor bounds...
so how to fix this? how did I "created" this bug?
If you deleted half you level and you're still getting that error there must be something underlying going on, unless your level was <i>really</i> huge to begin with. Are there any other errors in the compile? What compile parameters are you using?
You mean a hull 1,2,3 error? there is no hull 4. What kind of error is it? a hole? maybe you could post a compile log.
Decreasong the volume of your map helps in general (simple eh?).
Making info_locations smaller helps MUCH.
Place a texture covered with a door texture somewere and place a texture scaled by x1 on it. take this door as size reference. You dont need to use all the xy-space.
the error was caused by a brsuh I deleted accidentely. it was at a place that had been leakfree since march <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> so I never thought about locking there. I wonder why there is only a hull 1/2/3 error and none hull 0 error if the map has got a real big worldbrush leak... however compiling the map for the last entitytest.
<a href='http://www.nostromo.coolfreepage.com/hive.htm' target='_blank'>an example of what I am doing</a>
stay tuned...