Clip Texture

bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
2 years ago i actually thought i found out how to use the clip texture and how it works, so when my map got a maxclipnode error, i covered complex brushes like cylinders with a cubic clip block and it worked just fine...
But now i got a max_clipnode error and i a cant get it away <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->. It didnt even compile when i covered the whole map in one giant clip brush - am i totaly noobed or too stupid to understand those hundreds articles about that stuff? please teach me! :*(

Comments

  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited March 2005
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> turn some structures in fun_wall?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2005
    You did compile with -cliptype precise? If this is the case you're simply going over the maximum clipnodes.

    Only fix for that is to make the map smaller or use even more clip brushes. Also make sure that outside/none accessable areas are fully covered in a clipnode brush



    carioca, func_walls still produce clipnodes, I think you mean func_ilusionary?
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    i dont think i used a parameter called -cliptype... gonna look that up
    Do you have any idea why i get a max clipnode error even tough the whole map is fully covered in a HUGE clip-brush?
    Hmm maybe thats an issue for that compile tool thread <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited March 2005
    That error will occur if you have a leak in your map sometimes, as then it generates clipnodes for the entire exterior of the map too. Are you sure your map is sealed?

    FAI (for anyones information) - brush entities with clipping will usually generate even more clipnodes than a world-brush as they contain clipping info for the entire entity, even if some faces are lined up against a wall.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    im damn sure that there is no leak, hlbsp throws the leak error before the max clipnode error
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    you should also check for other errors. hlfix works wonders sometimes. even if it doesnt fix the error you will get a idea of what the error is.
    I guess you will have a massive error somewhere.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    ok ill try hlfix...
    the map compiles with cliptye -smallest - thx Kouji San
    But back to my question: normally, a huge clip-brush around the whole map would result in 0 clipnodes right? Or are bigger clip brushes ignored/broken up/etc?
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