Max_Clip_Nodes
NSSlayer
Join Date: 2006-11-12 Member: 58554Members
<div class="IPBDescription">Clip brushes doesnt work...</div>Hi!
I'm working on ns_attila a lot. I've done a lot of brushwork especially pipes. As i expected i exceeded the limit of clip nodes.(I've done the 70-75% of the map)
I thought it's oaky, lets use clip brushes to cover the pipes and use func_illusionaries. The ZHLT guide advises the same. BUT it doesnt work too efficient... I've covered all the stairs, all the pipes but it's not enought...
When i run hlbsp at the end it counts something. I think when it goes over 10.000(in one of the 4 hulls) it causes this problem. But 90 minutes of clipping reduced it only by 300(but i covered a lot, really)...
Isn't there a solution like Max_Patches (setting vismatrix to -sparse)??
I dont want to give up my fancy pipeworks.....
I'm working on ns_attila a lot. I've done a lot of brushwork especially pipes. As i expected i exceeded the limit of clip nodes.(I've done the 70-75% of the map)
I thought it's oaky, lets use clip brushes to cover the pipes and use func_illusionaries. The ZHLT guide advises the same. BUT it doesnt work too efficient... I've covered all the stairs, all the pipes but it's not enought...
When i run hlbsp at the end it counts something. I think when it goes over 10.000(in one of the 4 hulls) it causes this problem. But 90 minutes of clipping reduced it only by 300(but i covered a lot, really)...
Isn't there a solution like Max_Patches (setting vismatrix to -sparse)??
I dont want to give up my fancy pipeworks.....
Comments
Or fake the pipes by burrying them 50% into walls
lemme see if I can find a screenshot of it...
Here we go :
<div align="center">
<a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/pmdc.jpg" target="_blank">http://members.home.nl/m.borgman/ns-forum/...nshots/pmdc.jpg</a>
the pipes on the ceiling are 50% pipes
<a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/starboard_engine.jpg" target="_blank">http://members.home.nl/m.borgman/ns-forum/...oard_engine.jpg</a>
The pipes here "and the engines, which are basically pipelike" are also 50% visible</div>
This way you could make it look good and save a lot on clipnodes, even I use clipbrusing on these pipes to save even more clipnodes. Just one more question, how much sides do your pipes have? As you can see these pipes of mine are build out of 4 sides when used at 50% visibility <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Should give it a try though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
As Kouji said, simplify your brushwork where it doesn't matter to the player, use less entities, if you can afford the additional wpolies due to the cuts caused by world brushes.
I try replacing stairs with ladders and smooth floor... But i'm sure, that i have to redesign a lot.... thx anyway.