MAX_MAP_CLIPNODES help Created 18 years ago2005-11-28 17:42:52 UTC by Tetsu0 Tetsu0

Created 18 years ago2005-11-28 17:42:52 UTC by Tetsu0 Tetsu0

Posted 18 years ago2005-11-28 17:42:52 UTC Post #149641
Im making a pretty complex map, actually its a re-make of the entire pokemon world.. more on that on the maps/mods forum.
anyway
I just made pallet town for now but im getting this compiling error "MAX_MAP_CLIPNODES" when i compile.
I checked the tommy14 and it described it as the engine forming convex areas of walkable space.. and there's too many of them.. but somehow im making too many.. WAYY too many. They said something about a clip brush, i looked through the entity list and i didnt notice one, and tommy14 also linked me to the valve erc collective to download an example map on how to lower my clipnodes, but i couldnt seem to find it.

anyone know how to

1)use a clipbrush
2)link me to the example map
3)explain how to have less clipnodes

any help will be greatly welcomed.
thanks in advance
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 17:44:35 UTC Post #149642
I think you have to manu info_node entities in your map. Info_node entities are those yellow blocks.
Posted 18 years ago2005-11-28 17:58:03 UTC Post #149643
I have 0 info nodes. I have a lot of Func_illusionarys though.
Like.. a whole lot of them.

http://i22.photobucket.com/albums/b329/tetsuosho/func_illusionary.jpg

thats a link to the over-head view.
the blue is func illusionary.
its tall grass
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 18:11:04 UTC Post #149646
Well there's your problem. :P
To many cillinders. :)
Posted 18 years ago2005-11-28 18:16:29 UTC Post #149647
Good God, so many cylinders!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-11-28 18:21:44 UTC Post #149649
The cylinders are all Func_walls, not to say that you are calling me this, but im not that stupid.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 18:29:18 UTC Post #149653
Try covering all of the cylinders with clip brushes, which are just non-entity brushes covered with the CLIP texture.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-11-28 18:41:15 UTC Post #149656
Hmm, that didnt work Seventh, Hl Still crashes when it starts.. what if i cover all the high grass with clip brushes? Ill try that, ill let u know if it works.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 18:47:24 UTC Post #149661
well, that didnt work either, i even extended the clip brushes to the sky.. still didnt work..
maybe if i delete some of the grass things
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 19:05:05 UTC Post #149666
I think it has nothing to with clipbrushes, but to many cillinders, meaning to many vertices.
Posted 18 years ago2005-11-28 19:30:09 UTC Post #149668
Ok. i fixed it, i cut the cylinders in half.
It worked. thanks muzzle
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 20:19:27 UTC Post #149677
If you still don't want to clip them just place a clip brush all over them. Then each wall will have much fewer clip nodes. Also if there are areas you can't get into them(or any other thing) place a clip brush all over that area so all the clipnodes in that area will disapear. Clipnodes are the things that tell which area is solid and which aren't.
Posted 18 years ago2005-11-28 20:29:49 UTC Post #149678
sweet. thanks for the info guys
Tetsu0 Tetsu0Positive Chaos
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