Clip Texture
bERt0r
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! :*(
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
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?
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-->
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.
I guess you will have a massive error somewhere.
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?