what does this mean Created 18 years ago2006-02-12 17:29:12 UTC by rvpps2rocks rvpps2rocks

Created 18 years ago2006-02-12 17:29:12 UTC by rvpps2rocks rvpps2rocks

Posted 18 years ago2006-02-12 17:29:12 UTC Post #162907
well im in the process of compiling my map and its a farely large map...not like coble or anything and i says in the compile log "72 brushes (totalling 520 sides) discarded from clipping hulls. does anyone know what this means
Posted 18 years ago2006-02-12 17:40:42 UTC Post #162908
Did you check your map from problems?
It might be a "Invaild solid"
A brushfaced wich has been manipulated in a bad way.

Have you used vertex?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-02-12 18:03:47 UTC Post #162913
Thats totally normal. It basicallt tells you the number of brushes that have been clipped. You know, cut with the clip tool. Nothing to worry about. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-02-12 18:03:47 UTC Post #162914
Don't worry, it's not an error. It's just a message telling you about how many extra clipnodes HLCSG is removing or something.

Edit: Whoops. Muzzle posted first.
Posted 18 years ago2006-02-12 18:20:39 UTC Post #162916
@Muzzle: Nope. Has nothing to do with the clipping tool, but the 'noclip' cheat should give you an idea of what this means. Afaik it's the brushes that get discarded when building the clipping hulls.

Incidentally I was investigating collision hulls yesterday, hence my knowledge here... :P
Posted 18 years ago2006-02-12 18:24:13 UTC Post #162917
Oh, I thought it was an invaild solid, sorry.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-02-12 18:24:17 UTC Post #162918
Those are the faces inside clip brushes, with which the player will never collide. On the other hand, grenades and other ammo pass through clip brushes and collide with those faces... so there are some sort of clip nodes after all... :confused:
Posted 18 years ago2006-02-12 20:41:29 UTC Post #162926
There's other faces that don't contribute to the collision hull(s), such as those of func_illusionary entities. :)

There surely are collision nodes, afaik they're rooted into the bsp-tree just as the visual hull. Bsp's are nice thingies when it comes to picking the data you need to check collisions against or checking what to draw.
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