09-16-2003, 10:06 PM
Now I've read up on this error and just have one question about it basically.
Now the website i read said that I should place clip covering areas where my player can't get into during the whole match on my map, or small places where the player can not get to.
Now is that correct? cause i have alot of places players can't get to and was wondering if I should fill those areas with clip?
Also it doesn't matter if clip is inside another brush does it?
Cheers for the help guys
09-17-2003, 12:20 AM
Im currently redoing a map from scrap due to that error. Most probebly you have large areas with alot of brushes, reconsider your brushworks, atleast I have alot of "slopy" brushworks and could replace alot of them with fewer ones.
You also have a part of the answere already. If you are on the edge simply adding clips on roof and unaccessable areas might do it for you...
Try compile with -chart so you can se how big your problem is...
As a bonus you will also get better r_speeds :)
And thanks to Mythic_Kruger for teaching me that! :D
09-17-2003, 06:25 PM
its a beach map and I've been revising my sloppy brush work alot lately as I'm at 97.2% of my planes >_<
Would it also be alright to add clip into the "sky area" seeing as players won't be running around up there?
Rest is coming along niely though just need to get areas sorted out.
And what about clip inside other brushes thats alright isn't it?
09-18-2003, 12:27 AM
I dont think is no use to clip the sky, but you can test it...
I would clip roofs of buildings and stuff like that... inaccessable areas....
And to clearify my last post... you get better r_speeds from improving your brushworks not from compiling with -chart... :D
09-18-2003, 02:42 AM
You may also watch for and avoid small areas with little open space where player will not be able to get (at "his" level, not only roofs, etc.). I've searched some time ago about that problem (my 'premium' map design was frozen because of that.), but found only simple example map, clipping hull creating description and some info in Cageys clipping optimizations. Not much, just one practical example.
Anyone knows how func_walls affects overall clip nodes ? I mean more func_walls generates more clipnodes ? What about dynamic clipping (like for example doors, breakables, or brushes with switchable rendering modes.
09-18-2003, 09:39 PM
thanks guys I'm getting there. I've got some areas that are at the players level where he can't get to due to barbed wire etc in the way so I've placed clip behind it etc ;)
Haven't tried to clip the sky yet I'll see how it works out for me.
09-18-2003, 10:38 PM
Good point, if you create a little open area where the player won't be able to get -for example a hollowed house without door-the compile tools will calculate this area and add clipnodes. In this example, it is better to use 1 brush for the house, instead
of 4 walls.
We had to face this problem with Kehldon, for a big map. We decided to learn more about clipnodes, what they are and the way they are created.
Here are some tests, which are very helpfull for those who want to reduce the clipnodes
rate. The func_wall has influence on clipnodes ;)
PS: more infos can be found here: http://www.slackiller.com/tommy14/errors.htm
09-19-2003, 09:39 PM
cheers already read that error on it ;)
All areas I've got that people can't get to are now being covered in clip including insides of some vents I have where I only want nades to be thrown down and inaccessable for people.
Things are looking better now, haven't had a chance to compile again or do much work over the last few days got my girlfriend staying with me so mapping and playing is on holdd at the moment until she goes back home (28th thats is) so once shes gone I'll get back into this and give it a good crack and see what happens, I'm pretty sure this is going to work nicely and once this is done I might do a work in progress thread :D
Day of Defeat Forum Archive created by Neil Jedrzejewski
This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.