Created 18 years ago2006-05-15 00:11:11 UTC by [VDC] Rad Brad
Is it better to check the world box or the face box as far as the texture is related.I've never really understood this either, though I'm able to work with it--If a decal is "backwards" I check whatever one makes it show the proper way, and when aligning textures, sometimes clicking one or the other makes the texture line up just right, but I really have no idea how it works!!!
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.
[ off ] [ off ]
rgb transfers [ off ] [ off ]Error:Did you make a change to the bad face listed to see if that corrects the problem?
for Face 39 (texture c1a4_silo3) at...
(17 x 9)Maybe this line indicates the size of the texture. 10 is the maximum.
(1008.000 1281.000 -1392.000) (1008.000 1434.000 -1392.000)Is there anyway to center view this given point?
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.
This log shows all faces with a texture scale below 2 or above 3. The violations are ordered by entity and brush number, makingthem easy to find in Hammer: press Ctrl + Shift + G to open the 'Go To Brush Number' dialog (or access it through the Hammer menu) and enter the entity and brush number as given in this file.Might be nice to have n before "Entity #" to break it up a bit, and maybe save the double-colons for the brush numbers, using single ones for the actual errors, like this:
The other information shown is the line number and the offending scale. The line number is nothing else than a line in the .map file - this is a text file. Yes, you could open it in Notepad if you wanted to.
Please note that this tool was built with the Bad Surface Extents compile error in mind. Texture scales lower than 0.1 or higher than 10 could be the source of this problem, though a 'texture axis perpendicular to face' may also cause this error. That one however can be found with Hammer directly by checking for problems (Alt + P).
: Scale too low at line: 430 (1)
: Scale too low at line: 430 (1)
Entity #6
:: Brush #0
: Scale too low at line: 439 (1)
: Scale too low at line: 439 (1)
: Scale too low at line: 440 (1)
Oh, and check if you need an 's' for this stuff if you want to, of course. Makes it look a bit more professional.Summary: 600 violation[m]s[/m], spread across 4 entitie[m]s[/m] and 50 brushe[m]s[/m].PS: treshold -> threshold!
How about a nice 'n tidy html format, which allows much easier-looking formatting?That would be excellent... how about calling the page up in the application associated with HTTP (not with HTML, I wouldn't say, 'cos lots and lots of people have HTML files associated with Notepad++, Dreamweaver, etc. :)).
Perhaps a tool (or an addition to this tool) that also fixes the 'violating' scales to the minimum/maximum you set? Would save you some work... smile -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.
Hmm, I see what you mean... looks like a good idea. It could get difficult to retreive this info though, probably some looking around in the registry... and it would only work for Windows then (though I really don't know if this tool works on Linux in it's current shape :P).Isn't it VC++ .NET? Yeah, definitely a registry job though.
You could make an invalid entity/texture brush at the object, that has bad surface extents, for newbies to find it easier.I thought about that, but can't see that it would actually help at all. Perhaps texturing offending surfaces with AAATRIGGER, though, so one could easily see which face was messed up.
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.
* Most notable of these is the "too many wads" error. If you have more than 8 wads in WC, then weird problems CAN occur - but not always, and not for everyone. Always check that you do not have too many wads when your problem doesn't "fit" the solutions...
* Another odd problem that shows up elsewhere is the bad sky enviornment name. For most of us a bad sky enviornment name leaves us with the default enviornment. But for some mappers, this can cause odd error warnings: like a bad brush that does not exist, or brush outside of map, or bad lighting in the map. Make sure you get that name RIGHT! If the six sides are sky_lf, sky_rt, sky_up, etc. you use "sky_" in the cl_skyname field.
* A third odd problem is too small textures. If one over stretches the texture more than 10x, then zoner's compile tools usually give a warning. But there is little or no warning if you shrank the texture too far. When you get a frustating error that doesn't make sense, this one is something to keep in mind.
* A rare fourth problem is a single HUGE .wad that is too big for memory.
* If you have the a problem like malformed face and you do a check but do not get that error, but "Solid entity is empty", you may be a victim of the editor mixup.
edit: I've found sometimes that deleting an object that's giving you trouble, then compiling, then hitting Ctrl+Z--so you never close down Hammer obviously--and recompiling sometimes gets rid of various malformed, corrupted stuff.That I don't understand... You delete the object, compile, then in Hammer, "undo" the deletion, then recompile? I don't think I will do that one, since the error is with many little objects all over the place.
Entity #55Is that brush #4 of Entity #55 or is that two separate items; Brush #4 and Entity #55?
:: Brush #4
:: Scale too low at line: 4759 (0.09375)
:: Scale too low at line: 4760 (0.09375)
:: Scale too low at line: 4761 (0.09375)