Max_map_clipnodes

GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">How do I solve this?</div> I've reached my max map clipnodes. I only have one more hive to do, and I'm finished. Should I just go through my whole map and surround all my complex architecture with clip brushes, or is there some other work around for this?

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited August 2004
    <!--QuoteBegin-GaidinTS+Aug 13 2004, 09:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GaidinTS @ Aug 13 2004, 09:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've reached my max map clipnodes.  I only have one more hive to do, and I'm finished.  Should I just go through my whole map and surround all my complex architecture with clip brushes, or is there some other work around for this? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Pretty much, yeah. I don't know any parameters to get past this (doubt there are any) so you'll just have to CLIP wildly. Remember that triangle-architecture (rocks, infestation) add alot to your clipnodes.

    edit: typo
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    max_clipnodes means max_clipnodes, im afraid. And yes, the only way to fix it is with the use of clipbrushes and some architecture simplifications.
    Since you still need to build one more hive I suggest you do some massive clipbrushing and maybe even redesigning some areas.

    Adding <i>-chart</i> as compile parameter to the bsp compile tool would print out a list with the fullness of each part from the compile process.

    <i>-chart</i> can be added to all the compile tools btw.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited August 2004
    also any inecessable areas shud be entirely clipped off (eg outside areas put in for veiwing only)

    Also <a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>Tommy</a> is ur friend
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    What compile tools are you using?
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    edited August 2004
    XP Cagey's latest incarnation of the Zoner tools with Batch compiler as my gui. I've tried changing the clipping type (precise, legacy, normalized, etc), but it didn't seem to make any difference.

    Also, should I put a clip brush over stairs effectively turning it into a ramp, but it still looks like stairs. Will that cut back my clip nodes much, or should I just not bother.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2004
    <!--QuoteBegin-GaidinTS+Aug 14 2004, 09:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GaidinTS @ Aug 14 2004, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, should I put a clip brush over stairs effectively turning it into a ramp, but it still looks like stairs.  Will that cut back my clip nodes much, or should I just not bother. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That would cut down the clipnodes, and similar places on walls/ceilings once cliped would also decrease the clipnodes. And look for places where the player cant get to but still is visible. (external scenery) just clip This entire area...

    Also, this might be a silly question, but I'll ask it anyway <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Do you have a box arround your level, to prevent leaks or used as a skybox?
    -->This would also increase the clipnodes dramaticly, because the compile tools add the outside of the map to the leaves and clipnodes if this is the case.
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    Nope, no gigantic box around my level. I think my map has just gotten too big, and there are too many details that I haven't clipped yet. I just thought I'd never hit that clip limit. Oh well, now comes the tedious part. Thanks guys for the help.
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