Taien
02-23-2004, 08:26 PM
I have a fairly large(obviously if I'm receiving this error) map that I recently have almost completed. It used to compile fine, but then I started having some wierd errors so I made my own wad for the textures(I was using like 14 before and I heard that's bad). After that I added some more to the level, altered the sky a bit and compiled, and now I'm getting the max clipnode error.
So my question is this:
Would it be more efficient for me to tighten the skybox itself or to simply add a bunch of clip brushes in areas where people will most likely not be able to reach?
I mean, I could tighten the skybox, but that might mess up bullet trajectories in some areas because there is a secton of the level that is quite vertical and if I changed the box, when looking downward and forward it might be in the way of the bullets from this high place, and I've noticed that the skybox does absorb bullets. On the other hand, here's my problem with adding lots of clip brushes. Does adding lots of clipbrushes in fact make you use MORE clipnodes because you are carving the un-occupiable space into a more complex shape, or do they in fact eliminate clipnodes?
Also, do I need to clip areas that are within the sealed area of the map(inside the sky and ground) but are completely sealed off themselves from entry or sight, or are they automatically clipped during compile? (Can the compiler determine if a place is inaccessible or not?) If the answer to this question is yes, I do have to clip them, then this is most likely the problem with my map because I have quite a few areas like this.
If anyone can answer these questions I'd really appreciate it. In fact I'll even send you a copy of my saved (uncompiled) map if you think looking at it would help you answer better. Thanks :)
So my question is this:
Would it be more efficient for me to tighten the skybox itself or to simply add a bunch of clip brushes in areas where people will most likely not be able to reach?
I mean, I could tighten the skybox, but that might mess up bullet trajectories in some areas because there is a secton of the level that is quite vertical and if I changed the box, when looking downward and forward it might be in the way of the bullets from this high place, and I've noticed that the skybox does absorb bullets. On the other hand, here's my problem with adding lots of clip brushes. Does adding lots of clipbrushes in fact make you use MORE clipnodes because you are carving the un-occupiable space into a more complex shape, or do they in fact eliminate clipnodes?
Also, do I need to clip areas that are within the sealed area of the map(inside the sky and ground) but are completely sealed off themselves from entry or sight, or are they automatically clipped during compile? (Can the compiler determine if a place is inaccessible or not?) If the answer to this question is yes, I do have to clip them, then this is most likely the problem with my map because I have quite a few areas like this.
If anyone can answer these questions I'd really appreciate it. In fact I'll even send you a copy of my saved (uncompiled) map if you think looking at it would help you answer better. Thanks :)