- Banned
- #1
Is there anyway to figure out how many clipnodes there are in a map? The compile log tells me many things but not how many clipnodes I have...
And what's the difference between the "legacy" and "precise" cliptype parameters? The ZHLT website tells me that they're the "old" and "new" methods of cliptype calculation, respectively, and that of course is worthless information. What the hell is that supposed to mean? Old and new methods? Seriously.
And what's the difference between the "legacy" and "precise" cliptype parameters? The ZHLT website tells me that they're the "old" and "new" methods of cliptype calculation, respectively, and that of course is worthless information. What the hell is that supposed to mean? Old and new methods? Seriously.
zhlt.info said:Select the clip hull generation method. Choices are smallest, normalized, simple, precise or legacy (default).
The ExpandBrush function of HLCSG has been reworked to fix 2 bad assumptions that led to "sticky" exterior corners in Half-Life maps.
To use the new clip hull feature, use "-cliptype precise". If you want to same some clipnodes, you can use "-cliptype simple" which will shift player models a few units upward on sloped floors. If you want to use the new HLCSG for the speed improvement but want the old style clipping, use "-cliptype legacy". If you want to have the smallest possible number of clipnodes and don't mind some stickyness (not recommended), use "-cliptype smallest". "-cliptype normalized" uses bugfix 1 and skips bugfix 2 for people who don't want denormalized brushes.