Clip nodes

Clip nodes

Re: Clip nodes Posted by tnkqwe on Sat Feb 13th 2010 at 8:22pm
tnkqwe
560 posts
Posted 2010-02-13 8:22pm
tnkqwe
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560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
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 Le Chief on Sun Feb 14th 2010 at 9:44am
Le Chief
2605 posts
Posted 2010-02-14 9:44am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
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.
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Re: Clip nodes Posted by tnkqwe on Sun Feb 14th 2010 at 11:34am
tnkqwe
560 posts
Posted 2010-02-14 11:34am
tnkqwe
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560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
Re: Clip nodes Posted by Niborius on Tue Mar 9th 2010 at 5:39pm
Niborius
1007 posts
Posted 2010-03-09 5:39pm
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1007 posts 1116 snarkmarks Registered: Mar 23rd 2009 Location: The Netherlands
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?
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