Clipnodes
#2213 posted by Kinn on 2004/07/12 11:43:38
ok, my new map is way over max. clipnodes (about 46K). Covering detailed areas in clip brushes should reduce this, right? Also, say a clip brush covers a "broken" floor (like the floor at the very start of Bastion) I've noticed that the floor is still sort of sticky: i.e. it's flat, but the friction seems very stiff. Is the clip brush still reducing clipnodes if it's 'flush' with the unbroken parts of the floor, or does it have to be raised slightly off the entire floor surface?
Heh, 46k
#2214 posted by aguirRe on 2004/07/12 13:30:02
I guess you've already checked my ToolTips for this issue. Clipnodes only add up in hulls 1/2 (the clipping hulls), so covering with clipbrushes help.
AFAIK clipbrushes melt together with other brushes normally, so you shouldn't need to raise the level (at least I've never seen such a requirement).
I'd absolutely recommend that you check out the map in hulls 1/2 using the -hull # option, to see if there are any major enclosed volumes in those hulls that need filling (or open to the void).
Noclip outside to see if such orphaned volumes exist, they can add quite a few clipnodes to the total. It's not enough to seal hull 0.
If you wish, you can send me the zipped map+wad and I'll see if I can spot something.
JPL
#2215 posted by R.P.G. on 2004/07/12 14:44:03
Sorry for any delays in my responses--I've been gone a few days.
As Kinn said, the "ladder" effect is created by making a very steep staircase using the clip texture. I used 16 units high, 112 units wide, and 1 unit deep. And as aguiRe said, the .map source is released, so you should be able to get a good look at it in your editor. Unfortunately, as aguiRe mentioned to me in an e-mail, there seem to be some floating point errors, but that isn't always a problem, especially if you don't compile it.
RPG
#2216 posted by aguirRe on 2004/07/12 16:39:12
JPLambert uses QuArK so he should be fine with float maps. QuArK can even read the original Q3 format as well, so there are several options.
The ones most likely to have problems are those that use the BSP editor (WC seems actually to be fine with floats too).
My compilers are OK too since they handle floats, even the technical notation in your converted Q1 map (otherwise you wouldn't be able to build it).
AguirRe
#2217 posted by Kinn on 2004/07/12 16:59:25
With your latest compile tools, my map builds ok (with no leaks), and it can be loaded in custom engines that can tolerate it. I'll give it a good going over with clip brushes first; but if it's still giving me problems I'll hand it over to you. :)
Kinn
#2218 posted by PuLSaR on 2004/07/12 17:17:58
How many marksurfaces does your map contain? As far as I can see there are usually more marksurfaces than clipnodes.
I found that map crashes in almost 100% cases when it has >35000 marksurfaces. That goes to vanilla glquake or winquake.
But I may be wrong.
Pulsar
#2219 posted by Kinn on 2004/07/12 17:35:47
46688 clipnodes
28732 marksurfaces
unusual? btw, what are marksurfaces exactly?
I Don't Know
#2220 posted by PuLSaR on 2004/07/12 17:42:12
exactly what they are, but AFAIK they are bad ;)
My map has 29k clipnodes and 34k marksurfaces.
Marksurfaces grow faster than clipnodes for me, but that's the experience only from one my map.
There Is A Difference
#2221 posted by aguirRe on 2004/07/12 17:43:48
in how the exceeded limits affect the engines. The excessive marksurfaces (>32k) cause strange behaviour in most engines due to a coding bug, the limit should actually be 64k.
Clipnodes appear to be related to nodes which by specification cannot be >32k, since they'll otherwise be interpreted as leafs. If they are, the engine won't be able to tell how the bsp tree looks like and anything could happen.
However, I've never seen any engine actually crash due to excessive clipnodes.
My Map
#2222 posted by Kinn on 2004/07/12 17:50:34
uses a staggering amount of triangle brushes; i guess that's what is causing the clipnodes to skyrocket
After Some Experiments
#2223 posted by aguirRe on 2004/07/12 17:52:28
earlier with PuLSaR's map, I found out that marksurfaces are affected by both world and entity brushes but they're only affected by the visible hull (0). Adding clipbrushes won't reduce them.
AFAIK marksurfaces are somehow related to surfaces (i.e. visible planes) in the map.
Heh
#2224 posted by PuLSaR on 2004/07/12 17:55:02
Kinn, your prevous post has a cool #2222
My Experiments
#2225 posted by PuLSaR on 2004/07/12 17:59:07
show that the map with ecsessive amount of marksurfaces becomes very sensitive to adding thin detail brushes and curve constructions.
Well,
#2226 posted by necros on 2004/07/12 17:59:27
that spikey map i was working on before was crashing most quakes with about 37000 clipnodes.
Well
#2227 posted by PuLSaR on 2004/07/12 18:01:08
large maps cause large problems...
JPL...
#2228 posted by distrans on 2004/07/13 21:02:45
Misfits
#2229 posted by madfox on 2004/07/13 22:30:05
After understanding "clip textures", and doing so, I found myself stranded with the same thing for animated ones. Sometimes they appear good in Quark, but after compiling not.
Animated Textures
Some BSP compilers don't automatically include all of the frames for animated textures in the BSP (wQBSP is one of the culprits, if I remember correctly). To get around this, you can use another compiler, or you can manually apply all of the texture frames in the animation into the bsp (by applying those textures to hidden faces somewhere in the level, eg on the back of walls which you will never see).
Of course, that may not be your problem, MadFox, can you give us more information?
Never Saw Tex Misaleignments, Untill....
#2231 posted by madfox on 2004/07/14 12:28:50
After finishing the Quatrotski map with texture clipping, I noticed the lava brushes didn't compare.
So I tried to match them in Quark6.3
After doing so, and compiling, they still went separate.
Madfox
#2232 posted by inertia on 2004/07/14 14:54:35
why are you using quark?
Why
#2233 posted by madfox on 2004/07/14 17:52:39
do I play Quake?
Distrans
#2234 posted by JPL on 2004/07/15 02:37:41
...errr.. there is aonly a pub banner here... or there is a hidden "subliminal" message ???
Need Help Making A Monster Trap.
#2235 posted by dakza on 2004/07/16 02:30:37
I want to make it so that when you kill some particular monster, two more appear via teleport. I know that it involves the trigger_multible, but i forget how.
Kell
#2236 posted by Kinn on 2004/07/16 03:10:38
Are you making an uber-terrain map if I recall? If you get a minute, what sort of clipnodes/marksurfaces are you getting on that?
Dakza
#2237 posted by Kinn on 2004/07/16 03:18:51
Start your teleported monsters off in a hidden box outside your main level. Make them stand inside trigger_teleports, but give the triggers targetnames, that way they won't teleport until triggered. Set up your info_teleport destinations where you want your monsters to appear. Have another monster target the trigger_teleports - when you kill him, the others should teleport in. You might also want to add a delay to that.
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