crowbAr Posted June 11, 2015 Report Posted June 11, 2015 Hi,Im currently working on a map for the MapCore mapping contest and I encountered an error I never saw before. Here is a screenshot:And how it is supposed to look like: I use tons of func_detail in my maps, because I dont know how to make props myself (and so far I didnt need to), but sometimes I encountered problems when having too many func_details, this might be one of them.I appreciate all help. Quote
Vaya Posted June 11, 2015 Report Posted June 11, 2015 How are these brushes arranged? is the wood func_detail too? I take it the brush is a square shape and doesn't match the missing area? Quote
crowbAr Posted June 11, 2015 Author Report Posted June 11, 2015 (edited) almost everything you see there is func_detail except parts of the bridge while we are at it: is it better to have many single func_details or tie many things into one func_detail? I think there is no difference right? Edited June 11, 2015 by crowbAr Quote
Vaya Posted June 11, 2015 Report Posted June 11, 2015 have you deleted and created the brush again?Issues like this are normally invalid brushwork (invalid floating point numbers etc) that gets deleted on compile -should be in the compile log- looks pretty solid and simple though... Quote
crowbAr Posted June 11, 2015 Author Report Posted June 11, 2015 yeah I remade it multiple times. I will check the compile log Quote
ShockaPop Posted June 11, 2015 Report Posted June 11, 2015 Could it be too many vertices on one face and thus it breaks the engine/compile process? Try splitting the brush with white texture in to 4 pieces vertically. Quote
crowbAr Posted June 11, 2015 Author Report Posted June 11, 2015 (edited) it has the normal amount of verticesedit: oh do you mean because there are so many small func_detal, each with their own vertices, that there are too many of them for one face ? Edited June 11, 2015 by crowbAr Quote
ShockaPop Posted June 11, 2015 Report Posted June 11, 2015 it has the normal amount of verticesedit: oh do you mean because there are so many small func_detal, each with their own vertices, that there are too many of them for one face ?Yes. Quote
KernalPanic Posted June 11, 2015 Report Posted June 11, 2015 when you ALT+P does hammer complain about anything? Quote
crowbAr Posted June 12, 2015 Author Report Posted June 12, 2015 (edited) Alt+P shows nothing related to this problem.I split the white brush vertically and this happenend:Edit: I changed the brush with the white texture to world brush and the problem is still there, so the problem is not func_detail? Edited June 12, 2015 by crowbAr Quote
jackophant Posted June 12, 2015 Report Posted June 12, 2015 find the text file for this verson of the map which should be your compile log.Run it through the Interlopers.net compile log checker and see if it spits anything out. Quote
laminutederire Posted June 12, 2015 Report Posted June 12, 2015 I had the same issue, for me it was caused by a misplaced hint which caused the engine to have trouble figuring out what was going on there visibility wise, have you had yellow warnings like like that? Quote
crowbAr Posted June 12, 2015 Author Report Posted June 12, 2015 (edited) I have no yellow warnings except that water_lod control or something is missing (I know what that is) and that a texture has no surfaceprop something or so. I dont think these relate to anything.I tried the compile checker on Interlopers but I got nothing.btw thanks for trying to help me guys this bug is getting really annoying. Im ill, when I recover I will try out more things. Edited June 12, 2015 by crowbAr Quote
laminutederire Posted June 12, 2015 Report Posted June 12, 2015 Have you checked visleaves in-game with mat_leafvis or something like that, or in hammer with loading portal file in the edition submenu if I remember right? Quote
crowbAr Posted June 12, 2015 Author Report Posted June 12, 2015 just checked it, nothing special with it Quote
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