Reducing Clipnodes With The Csg'settings?
kawak
Join Date: 2003-01-11 Member: 12160Members, Constellation
<div class="IPBDescription">is it possible?</div> Hi!
I've reached the clipnodes's limit again...(arrgh)
I have added a lot of "clip brush" to reduce them but right now i can't find any other complex brush(or other things) to fill with clipbrush in the map.
I'm wondering if it's possible to reduce the clipnodes with the csg compiler settings?
I've seen somewhere, that a -precise option exists and is relative to clipnodes, but i dont find it (i use batch compiler with the (marvelous) xp cagey's tools p13).
Anyone knows that option?
Or is there any other option that can reduce the clipnodes count?
And sometimes, i see some map with a "very vertexed" ground, but i can walk on it very easyly (no kind of strange invisible bugs (clip hull?) that blocks the player). I'm sure (but maybe i'm wrong) that the mapper used a particular settings to generate much more accurate "clipping".. (..hard to explain that in english, hope that you get the idea).
Thanks in advance if you can help me.
PS: and is it possible to know how many clipnodes i have in my map, because the max_map_clipnodes stop the compile, so the -chart's option gives me only the "planes" and "textures" status.
I've reached the clipnodes's limit again...(arrgh)
I have added a lot of "clip brush" to reduce them but right now i can't find any other complex brush(or other things) to fill with clipbrush in the map.
I'm wondering if it's possible to reduce the clipnodes with the csg compiler settings?
I've seen somewhere, that a -precise option exists and is relative to clipnodes, but i dont find it (i use batch compiler with the (marvelous) xp cagey's tools p13).
Anyone knows that option?
Or is there any other option that can reduce the clipnodes count?
And sometimes, i see some map with a "very vertexed" ground, but i can walk on it very easyly (no kind of strange invisible bugs (clip hull?) that blocks the player). I'm sure (but maybe i'm wrong) that the mapper used a particular settings to generate much more accurate "clipping".. (..hard to explain that in english, hope that you get the idea).
Thanks in advance if you can help me.
PS: and is it possible to know how many clipnodes i have in my map, because the max_map_clipnodes stop the compile, so the -chart's option gives me only the "planes" and "textures" status.
Comments
/e
Large out-door areas, or large inclosed areas tend to cause this problem... or so i've read. /e
I've reached the clipnodes's limit again...(arrgh)
I have added a lot of "clip brush" to reduce them but right now i can't find any other complex brush(or other things) to fill with clipbrush in the map.
I'm wondering if it's possible to reduce the clipnodes with the csg compiler settings?
I've seen somewhere, that a -precise option exists and is relative to clipnodes, but i dont find it (i use batch compiler with the (marvelous) xp cagey's tools p13).
Anyone knows that option?
Or is there any other option that can reduce the clipnodes count?
And sometimes, i see some map with a "very vertexed" ground, but i can walk on it very easyly (no kind of strange invisible bugs (clip hull?) that blocks the player). I'm sure (but maybe i'm wrong) that the mapper used a particular settings to generate much more accurate "clipping".. (..hard to explain that in english, hope that you get the idea).
Thanks in advance if you can help me.
PS: and is it possible to know how many clipnodes i have in my map, because the max_map_clipnodes stop the compile, so the -chart's option gives me only the "planes" and "textures" status. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The option is actually -cliptype precise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The purpose of the cliptype switch is actually to stop invisible walls in clip hulls, but clipnodes usually drop as a side effect.
Edit:(i'm using the latest version of batch compiler)