Exceeded MAX_MAP_CLIPNODES


mapero
10-06-2004, 01:08 PM
Well, after trying to compile the map it gives the error that I show to me and not like solving it

I teach the part to you of the compilation report where it gives the error in case it serves to you as aid to try to give a solution me

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...40 00...4500...5000...5500...6000...6500...7000...702 5 (2.74 seconds)
BSP generation successful, writing portal file 'C:\Archivos de programa\Valve Hammer Editor\maps\dod_prueba.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...40 00...4500...5000...5500...6000...6500...7000...740 0 (2.82 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...40 00...4500...5000...5500...6000...6313 (1.91 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...40 00...4500...5000...5500...6000...6500...7000...750 0...8000...8075 (3.73 seconds)
Error: Exceeded MAX_MAP_CLIPNODES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

A greeting and thanks

Maxey
10-06-2004, 01:10 PM
Valve doesn't like the spanish.

kidding :D

No tengo ni puta ideia...

siron
10-06-2004, 01:40 PM
did you use a translator or do you not know english very well.. lol, dont worry i know the feeling i suck at spanish :|

obvious: but did you look at the mentioned html file? it explains what causes the problem and ways to fix it :|

mapero
10-06-2004, 02:32 PM
If I ask it is because I have read the document to which you talk about and even so I have not solved the problem

And sorry by my English but is not the language that I speak:rolleyes:

Eric the Pixie
10-06-2004, 03:59 PM
This error is caused by exceeding the internal limit for clip nodes during the compile process.

Clip nodes are used to determine which areas of a map the player can access. As the map becomes more complex, the number of clip nodes will increase. Essentially, clip nodes are used to indicate which parts of the map will be hollowed out. The player can only move in these hollowed regions.

There are a number of ways to reduce the clip node count, some will reduce the count by a good margin, others wont make much difference, it really depends on the size and complexity of the map.

Here are a few suggestions

Cover large areas of your map that definately WILL NOT allow player access with clip brushes. This is most effective in open areas of terrain (like the tops of hills and cliffs for example). Use clip brushes on roof tops and other areas that the player will never need to move in. The use of clip brushes will drasticly reduce the number of clip nodes if they cover lots of map geometry.

Convert ceiling lights into func_illusions instead of func_walls. Func_walls dont carve up the brushes they touch and people use them for this reason However, func_illusionaries dont fragment the surrounding brush faces either and havethe added advantage of not creating clip nodes. Func_illusionary entities do not therefore block player movement (so use them in areas the player will never access - like a ceiling or high on a wall).

Try simplifying the geometry.

Reducing the size of the map will reduce the clip nodes generated. Try to re-model the map to be more efficient.

There are settings on the latest compile tools (xp-cagey versions) that will use different methods to calculate the clipping in a map. These vary from the PRECISE setting (which produces the mostnodes and is consequently more accurate) to the SMALLEST setting (which is liable to introduce 'stickyness' on external cornewrs in your map).

If you have the ability to do so, use models to represent complex geometry then cover them with clip brushes to block player movement (these clip brushes will usually be a lot less complex than the geometry the models replaced and should save some clip nodes).

I hope this information will be useful. I have been dealing with the same problem in my latest map - which is a large beach assault type and will be due for release very soon.

Pix

killer tomato
10-07-2004, 12:22 AM
I hope this information will be useful. I have been dealing with the same problem in my latest map - which is a large beach assault type and will be due for release very soon.

Yay! Can't wait! :)

Craftos
10-07-2004, 03:32 PM
Clip space restricts player movement. More simple this space is, less clipnodes it requires. Here is sample how to reduce clipnodes. Compile it with CLIP+HINT brush and with it and see the difference.
CLIP+HINT brush makes player movement space more simple, with less clipnodes needed.

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.