MAX_MAP_CLIPNODES
MAX_MAP_CLIPNODES
There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.
When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).
If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.
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I dont understand that all too well.
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----- BEGIN hlbsp -----
Command line: hlbsp.exe -texdata 5120 "C:\Documents and Settings\Owner\My Documents\CS STUFF\MAP FILES\kz_world_beta"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 5242880 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4079 (0.31 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\Owner\My Documents\CS STUFF\MAP FILES\kz_world_beta.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4365 (0.31 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4005 (0.30 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4381 (0.31 seconds)
Error: Exceeded MAX_MAP_CLIPNODES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem
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Can anyone please give me a simpler description or idea of what I need to do to fix the map. Would be much appreciated. Thanks :)
[ Edited ]
MAX_MAP_CLIPNODES
There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.
When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).
If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.
MAX_MAP_CLIPNODES
There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.
When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).
If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.
Yes, I had put under that I dont understand what that means. Whats a node or clipnode? Whats a convex region? Is that description saying I should just be putting clip brushes everywhere?
I wouldnt have made this post if I understood the discription of the error. :rolleyes:
https://www.youtube.com/watch?v=QwrbyVaC6EU
he basically means to add a clip brush were there are complex brushes (vertex manipulated, or clipped) for example....you made a cracked floor using clipped brushes, in this case, you would cover the brushes using a clip brush.
https://www.youtube.com/watch?v=QwrbyVaC6EU
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