Using too much triangles to make some terrain will fill your map with clip nodes. the more, the worst. I have too much in my map and it can't compile normally.
Anny ideas how to reduce the clip nodes without turning all of the architecture into func_illusionary and without reducing it's beauty?
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Re: Clip nodes
Posted by tnkqwe on Sat Feb 13th at 8:22pm 2010

tnkqwe
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Posted by tnkqwe on Sat Feb 13th at 8:22pm 2010
tnkqwe
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Re: Clip nodes
Posted by Le Chief on Sun Feb 14th at 9:44am 2010
The bevel texture is the same as the null texture except bevel also removes the clip nodes on surfaces it's applied to.
Posted by Le Chief on Sun Feb 14th at 9:44am 2010
Accepted Answer
For memory, if you texture the whole brush with the bevel texture except the polygons that are visible, it should reduce clip nodes.The bevel texture is the same as the null texture except bevel also removes the clip nodes on surfaces it's applied to.
Re: Clip nodes
Posted by tnkqwe on Sun Feb 14th at 11:34am 2010

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Posted by tnkqwe on Sun Feb 14th at 11:34am 2010
It worked! Thanks Aron.
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Re: Clip nodes
Posted by Niborius on Tue Mar 9th at 5:39pm 2010
Posted by Niborius on Tue Mar 9th at 5:39pm 2010
Is this the same for the source engine?
I have many clip nodes, but haven't had any problems with them so far. However, it would still be nice to increase performance in my map. Can I just use the nodraw texture on surfaces of clip nodes that I don't need?
I have many clip nodes, but haven't had any problems with them so far. However, it would still be nice to increase performance in my map. Can I just use the nodraw texture on surfaces of clip nodes that I don't need?
Youtube Channel: https://www.youtube.com/c/Nibgames
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