Max_map_clipnodes I'm Angry
Rendy_CZech
Life is a Koan Join Date: 2003-10-11 Member: 21608Members
I reach MAX_MAP_CLIPNODES. Is good way to use -noclipeconomy, or am I doomed to fill map with clip brushes <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->? Plz help.... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
And another question. Is func wall and func illusionary counted in entitity limit (300). I need lot of func_walls because HLVIS dont split them and this makes my r_speeds high <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Lol I'm beast <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
And another question. Is func wall and func illusionary counted in entitity limit (300). I need lot of func_walls because HLVIS dont split them and this makes my r_speeds high <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Lol I'm beast <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Comments
also check out tommy14's help page at <a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>http://www.slackiller.com/tommy14/errors.htm</a> colud help an a dif way to using clip brushes
amckern
-noclipeconomy will increase your clipnodes, as it disables removal of unnecessary ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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I don't know what does this mean <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
How can I use opt_planes ?
csg.exe -chart -hullfile c:\nshulls.txt <b>-cliptype precise</b>
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 37668/65535 753360/1310700 (57.5)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 4708/32767 188320/1310680 (14.4)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0 <----- strange
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/6291456 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
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it will not do anything, but optimize the planes, and make the map slightly smaller
my lattest build of 2wad has 10983 planes, after i used opt_plnz i had just over 4000, almost 1/2 the planes where wasted and useless
amckern
try translation to and from czech <a href='http://www.worldlanguage.com/Translation.htm' target='_blank'>here</a>
- it works terribly for english to english-
for example " confused is the man" translates from english to english as "disorderly is commonalty"
But my problem isn't to understand (I have dictionary hehe), but i'm bad in written text. I'm n00b in english <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> I hope that you don't mind
Already I'm filling my map with clip-brushes. If i use -smallest option, it causes me some stucks and strange things (door and some func_wall are invisible etc.)
Now the sitation is, if i use -precise option I've got about 31.000 clipnodes, but only 1/3 map is done <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I have suspicion CSG is calculing nodes outside map hull (i have sky brush over whole map)
Get rid of the sky brush immediately. It is the source of all of your problems.
... err now i must find all leaks <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
i did this, as my rr was full of leeks (all 1 unit gaps)
and i saved a few clip nodes
amckern
csg.exe -chart -hullfile c:\nshulls.txt <b>-cliptype precise</b>
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 37668/65535 753360/1310700 (57.5)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 4708/32767 188320/1310680 (14.4)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0 <----- strange
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/6291456 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
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HLCSG doesn't create clipnodes. HLBSP does. The chart is correct.
Changing the cliptype causes the clip hull face listings (the *.p1 to *.p3 files) that CSG creates to change, which in makes a difference when HLBSP builds hulls from the face lists.
CSG -> *.p1,*.p2,*.p3 -> BSP -> clipnodes <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The hard cap on clipnodes is 65355 total for all three hulls -- this is each node stores references to its children in a 16 bit index--it's hardcoded that way in both the BSP file format and the engine.
i did this, as my rr was full of leeks (all 1 unit gaps)
and i saved a few clip nodes
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Bad idea.
It's possible to use fewer clipnodes in a map by changing the shape of the clip hull. Using -cliptype precise in CSG drops most maps'clipnode counts below what Merl's tools spit out and also fixes some sticking problems in game. For now, your best bet is to use the cliptype parameter to drop your clipnode count--I don't have any tricks in the "p" series to drop them further.
It <i>may</i> also be possible to optimize the clip node generation code--I'm working on this as part of my next generation of tools. For reference, a clip node is a convex volume of 3D space that defines an area that the player can move inside; the sum of all clipnodes defines the collision detection for players of up to three different sizes. Clipnodes are created by cutting 3D space along offset brush faces; the cutting order can change the number of resulting nodes. I'm not convinced that the current code always picks the best cutting order, and as a result I think that the same level can be represented in fewer nodes.
EDIT : There seem to be a few recurring problems that need to be solved by the next generation tools: lowering lightdata amounts, lowering clipnode counts, and lowering compile speeds are all common requests that I'm looking into.
Thanks A LOT for your tools and advice, I appreciate it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Got someone the same problem <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->