5 brushes (totalling 30 sides) discarded from clipping hulls

5 brushes (totalling 30 sides) discarded from clipping hulls

Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by fizscy46 on Thu Dec 11th 2003 at 5:08pm
fizscy46
334 posts
Posted 2003-12-11 5:08pm
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
See titles ^
Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by Hornpipe2 on Thu Dec 11th 2003 at 6:34pm
Hornpipe2
636 posts
Posted 2003-12-11 6:34pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Apparently the compiler is being a smart-ass and removing redundant clipping stuff. Don't worry about it, if the compiler does it it must be okay, right?
Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by Gorbachev on Fri Dec 12th 2003 at 1:18am
Gorbachev
1569 posts
Posted 2003-12-12 1:18am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Well it's not so much being a "Smart-Ass" as it is just taking away irrelevant brushes from being clipped. This may also apply to func_illusionaries func_water and other walk-throughable brushes. I believe it also ignores clipping of brushes that a player would not be able to touch (Extra brushes that are out in the void). This is a normal message, and you'll always see it (for example my latest compile log had this amount -> "119 brushes (totalling 718 sides) discarded from clipping hulls") It's not an error. It's just a compile process.
Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by Hornpipe2 on Fri Dec 12th 2003 at 6:01pm
Hornpipe2
636 posts
Posted 2003-12-12 6:01pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
It confuses a lot of us though, because prior to 2.5.3 or build 17 or something it never came up. At least, I think it never came up. When I started work on my NS Combat map it showed up once and I'd never seen it before. I was kind of scared that it would put holes in my floor that players could inadvertently fall out of the level or something... apparently that's not what it means though.
Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by fizscy46 on Sun Dec 14th 2003 at 6:40pm
fizscy46
334 posts
Posted 2003-12-14 6:40pm
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
I'd think I would have more than 5. Its a huge map. But then again, I have no func_illusionary's in it.
Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by Campaignjunkie on Sun Dec 14th 2003 at 6:44pm
Campaignjunkie
1309 posts
Posted 2003-12-14 6:44pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Well it's 5 blocks, apparently. 5 brushes x 6 sides (block) = 30 sides. func_trains, func_conveyors (anything with a "not solid" flag) will also be removed from clipping hulls if that flag is checked. Definately not an error.
Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by Cash Car Star on Sun Dec 14th 2003 at 7:33pm
Cash Car Star
1260 posts
Posted 2003-12-14 7:33pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Ah, can't believe I forgot, but this should shed some light on why people are suddenly posting this as having never seen it before. Zoner's compile tools did not remove func_illusionary's from the clipping hulls. In other words, a func_illusioinary would increase the map's clip node count. It wasn't until Merl started making revisions on the tools that he spotted this and yoinked the illusionary's and any "not solid" entities out of the clipping process. Thus, this message would not have been a factor until you started using Merl's tools.
Re: 5 brushes (totalling 30 sides) discarded from clipping hulls Posted by ReNo on Mon Dec 15th 2003 at 1:05am
ReNo
5457 posts
Posted 2003-12-15 1:05am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I started writing that post earlier CCS, but when I tried to put it in words I ended up confused as to why in the past they weren't removed from the clipping hulls - at what point in the compile did they stop blocking player movement then?