Error: Bad surface extents - help Created 16 years ago2008-09-06 00:38:36 UTC by Don Punch Don Punch

Created 16 years ago2008-09-06 00:38:36 UTC by Don Punch Don Punch

Posted 16 years ago2008-09-06 00:40:06 UTC Post #255004
18316 faces
Create Patches : 72778 base patches
0 opaque faces
1060156 square feet [152662496.00 square inches]
285 direct lights

BuildFacelights:
Error:
for Face 2 (texture pv_crwmatsd) at
(216.000 -2474.000 -645.000) (216.000 -2463.000 -645.000) (216.000 -2384.000 -645.000) (216.000 -2384.000 -652.000) (216.000 -2480.000 -652.000) (216.000 -2480.000 -645.000)
Error: Bad surface extents (17 x 2)
Anyone have any experiance with this problem?

I have made many maps, and have never ran into this. If I run Vis without Rad it will compile, but when running it in game, it will exit out with the error of " Lightmap for texture ( insert random texture here ) is too big (23x23) bla bla bla, max of 324 luxels.

I have seen that error befor when I 1st started when I didn't make a brush with aaatrigger a ent, but this is doing it with regular textures.

I have compiled about 7-8 times now @ 5h45m vis time each. Each time it gives a different texture/face that is invalid.

I am starting to think the map is just too dam big, and am about to remove some things to lower the amount of clipnodes and brushes.

[quote]
average leafs visible: 303
g_visdatasize:560881 compressed from 4029960

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 217/400 13888/25600 (54.3%)
planes 10605/32768 212100/655360 (32.4%)
vertexes 27035/65535 324420/786420 (41.3%)
nodes 11394/32767 273456/786408 (34.8%)
texinfos 4633/32767 185320/1310680 (14.1%)
faces 18316/65535 366320/1310700 (27.9%)
clipnodes 31925/32767 255400/262136 (97.4%)
leaves 7525/8192 210700/229376 (91.9%)

marksurfaces 27448/65535 54896/131070 (41.9%)
surfedges 87421/512000 349684/2048000 (17.1%)
edges 47181/256000 188724/1024000 (18.4%)
texdata [variable] 16757030/24576000 (68.2%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 560881/2097152 (26.7%)
entdata [variable] 62758/524288 (12.0%)
452 textures referenced

Total BSP file data space used: 19815577 bytes

19613.92 seconds elapsed [5h 26m 53s][/quote]

If anyone has run into this problem befor and has a solution, please help me out. I have a lot of people in my community waiting for this release.

Thanks in advance
Don Punch - Project: Mobius
http://projectmobius.pforum.biz/forum.htm
Posted 16 years ago2008-09-06 02:36:14 UTC Post #255005
Bad Surface Extents

This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.

If the numbers given include a 0, such as 16345/0, it often (but not always) means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster.
If it is numbers like 3456/2 or 3/532 then it usually means a stretching texture problem. These often come from "fitting" a texture to a brush, especially thin brushes like signs or doors. Then a texture may get shrunk too far also, so do not go below 0.1 for scale or over 10 for scale, either causes frequent problems.
If the editor cannot find it for you, using the Big block elimination method or the cordon tool may be you best bet to figuring this out, unless you want to start ripping your level apart....


Source: http://www.slackiller.com/tommy14/errors.htm#badsurface

So apparently you have an overscaled texture somewhere in your map.
It might show up in "Map > Check for problems", try that, or use the coordinates provided in the compile log to locate it.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-09-08 00:05:57 UTC Post #255050
... lol thanks for the attempt at helping, but I think we all have tommy
's page bookmarked at this point.

There are nooverscaled textures past 4.5, and that is just on doorframes or glass. The map co-ordinates change with every compile, as does the face and texture that is giving the error.

I was just hoping someone else has made a map of this scale and has run into this problem.

Does anyone else have any suggestions? I am about to just start chopping away at the level building by building.
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