Need tips for Exceeded MAX_MAP_CLIPNODES Created 16 years ago2008-10-15 08:59:43 UTC by raver raver

Created 16 years ago2008-10-15 08:59:43 UTC by raver raver

Posted 16 years ago2008-10-15 09:07:51 UTC Post #257112
Hello, Im making a incredible huge kz map. Now, im facing this compiling problem "Exceeded MAX_MAP_CLIPNODES". I know what it is, and I know there are ways to fix it. But still after several trys its still not fixed.

Is there anyone known with this problem, and has some great tips for me to tweak this map ?

For example some compile commands?
Posted 16 years ago2008-10-15 09:15:36 UTC Post #257113
You probably already know of it but place CLIP-brushes at areas where players can't get to.
MAX_MAP_CLIPNODES

There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.

When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).

If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.

http://www.slackiller.com/tommy14/errors.htm#clipnode
Posted 16 years ago2008-10-15 09:23:58 UTC Post #257114
Heh, thats what i said to him on MSN. :)
Posted 16 years ago2008-10-15 09:28:46 UTC Post #257115
Ye ofcourse I searched for that :/
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