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People didn't even see my custom shadows tip because of that! :/How can you know? Not everyone who reads, posts...
Now my only question is, do I need this set strickly because of my graphics card?No. HL doesn't start in 32 bpp mode by default, so it's the same for everyone, not just you.
Just because I like things to be complete, I think it'd be a good idea to be able to raise the tiny scales to a minimum and lower the huge scales to a maximum... Now if there were a way to identify the brushes associated with entities and either set them aside or "forget" them so that only world brushes were affected by the resizing of the textures,I would be even more inclined to use it. That way the lights and other little what-not wouldn't be changed.That's possible, the current version already checks what entity a brush belongs to. World brushes belong to the world entity, which is always the first one, so yeah. However, if an entity surface causes the problem, then you'd still want to fix those. I could throw in something that tries to keep the right x/y scale ratio while fixing, too.
But, like you say, it doesn't help me with my current problem. I think I can only find this by ripping the map into sections and recompiling each section... Divide and conquere...
Perhaps texturing offending surfaces with AAATRIGGER, though, so one could easily see which face was messed up.Then Daubsters solution sounds better: invalid textures can be found with Hammers problem check so that'll take you to the problem straight away.
I'm guessing that the decimal following the error text is the actual size of the texture?Yep, that's the scale that violated your tresholds. The line number is given in front of it, and .map files can be opened with simple text editors like Notepad. I wouldn't recommend MS Word for these plain text files. Personally, I use Notepad++ for things like this.
A suggestion for future versions would be to add the brush number to your list as well as the texture size and a method for saving to a log file.Good suggestions, I'll see what I can do. The logging is definitely a good one, I had it in mind when I was busy with it but thought, oh well.
Well CP, your thread seems quite popular. smile -Heh, yeah... I was surprized to see 44 posts...
Did you accidentally hit 'fit' on a small, 1 unit thick brush or something?My little brother did that a few times. This error and my explanation have caused him to more or less hate the Fit button.
but, as you demonstrate, they don't always provide consistent interpretations when referencing, dereferencing and casting are involved.I wasn't demonstrating anything with the STL string, but I tried to explain that char arrays and char pointers are a little different (than each other).