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"Clean" and hull deleting do not reduce clipnodes limit

Open Qwertyus3D opened this issue 2 years ago • 3 comments

I'm not sure how this is intended to work, I just assume that if you clean or delete something, than you should get a clipnode count reduced. But, in fact, only "Optimize" function affects clipnode count. Though, if I understand it right, it's intended to clean the map and delete unneded hulls too. So it looks like a bug or a missing function of updating map properties after some manual operations.

Qwertyus3D avatar Feb 22 '22 06:02 Qwertyus3D

You can bypass any limit with export part of map to BSP model, and then import back as func_breakable, but yes , only if you has map sources.

UnrealKaraulov avatar Feb 24 '22 10:02 UnrealKaraulov

With map sources I probably do not need BSPGuy ;)

I also found another related issue. After editing a map with BSPGuy and reopening it again I see there errorneous bsp model with "???" name (it shows up in Clipnodes count list). It's pretending to use a pretty much of clipnodes, but in fact its' clipnodes do not increase the overall clipnodes count. This model can be removed with "Clean" option though.

Qwertyus3D avatar Feb 24 '22 11:02 Qwertyus3D

The clipnode count will be reduced only if you delete all entities that reference a model that's using up clipnodes. You need to do a clean after that to delete the model and see the clipnodes amount change.

??? means that the model is not referenced in any entity, so the next clean will delete it and free up some space.

wootguy avatar Mar 03 '22 09:03 wootguy