 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.
 JPL...
#2238 posted by distrans on 2004/07/17 01:38:39
...strange, it sends me to the fat controller's Q1 ladder tutorial.
*shrug*
 Kinn
#2239 posted by Kell on 2004/07/17 16:50:56
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?
from my qbsp.log:
---- WriteBSPFile ----
8259 planes 165180
13898 vertexes 166776
6414 nodes 153936
292 texinfo 11680
11280 faces 225600
25868 clipnodes 206944
4035 leafs 112980
13603 marksurfaces 27206
50568 surfedges 202272
25692 edges 102768
43 textures 783216
lightdata 0
visdata 0
entdata 30840
I just c'n'p, 'cause I honestly don't know what it all means :P
 Thanks Kell
#2240 posted by Kinn on 2004/07/17 17:00:26
With my map I get:
---- WriteBSPFile ----
15103 planes 302060
26567 vertexes 318804
13760 nodes 330240
847 texinfo 33880
22945 faces 458900
44954 clipnodes 359632
5951 leafs 166628
28612 marksurfaces 57224
101267 surfedges 405068
50691 edges 202764
54 textures 1130160
lightdata 0
visdata 0
entdata 30754
Already, I can see the similarity with the high clipnodes/marksurfaces ratio, which is I believe a result of loads of triangle brushes. I'm currently covering as much as I can with clip brushes, which is having a dramatic effect with reducing clipnodes, although I have a long way to go before they drop below the magic 32,000.
 Kinn,
#2241 posted by HeadThump on 2004/07/17 18:08:10
If you are using Dark Places anyway, maybe you should consider the Quake 3 BSP format. You are using Q3 textures a 1 to 1 ratio would look better too.
PS. I still fear the Vonder!
 The Biggest Drawback Would Be
#2242 posted by HeadThump on 2004/07/17 18:09:59
you would not be able to use Aquire's tools.
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