Repeated error Created 17 years ago2007-04-03 16:26:04 UTC by trooperdx3117 trooperdx3117

Created 17 years ago2007-04-03 16:26:04 UTC by trooperdx3117 trooperdx3117

Posted 17 years ago2007-04-03 16:26:04 UTC Post #217896
Every time I run a map i get the error warning "Bad surface extents 30160/0" what does this mean and what do I do to fix this
Posted 17 years ago2007-04-03 16:36:56 UTC Post #217899
From 69th Vlatitude:
Q. What is this "Bad Surface Extents ????/0" error?
A. This is most commonly caused by having a really large brush. Sometimes a brush doesn't necessarily have to be too large, but if the texture is scaled down too small on it, you can still get this error.

The way compiling works is that on a standard texture scale (1.0) the compiler will break that texture up according to it's scale. In the case of 1.0, it doesn't have to. However, when you scale down the compiler has to make more cuts. The lower smaller the texture becomes, the more the compiloer has to cut. If it has to cut an insane amount of times, you can get this error.

On the flip side, scaling too large can give you this error as well. The solution? Find the offending brush and cut it into two or three smaller pieces using the clip tool. This will generally solve around 95% of the problems associated with this error. However, in some cases, this error can also be generated when you have an invalid shape. These generate floating point values that cause problems during compile. You may not know what that means, but WorldCraft usually does. Go into WorldCraft/Hammer and click on map > Check for Problems. This will point you to the offending brush and either fix it for you, or allow you to delete or fix the brush yourself.
Posted 17 years ago2007-04-03 16:37:05 UTC Post #217900
It probably means you've got a texture axis perpendicular to face error. Check ALT+P in Hammer to see. If it's not there then it means that one of the textures you're using is stretched to small or large (too small is below 0.10 and too large is over 10, mostly).

EDIT: Srry beat me to it :P.
Posted 17 years ago2007-04-03 16:39:15 UTC Post #217901
Indeed. I constantly get "texture axis perpendicular to face" errors, but they never were a problem for me, since simply checking for errors and hitting the "fix" button always, well, fixes it.
Posted 17 years ago2007-04-03 19:57:21 UTC Post #217926
Actually usally the "texture perpendicular to face" error is usally discribed in the compile log as "melformed face normal". If you choose that melformed face with the texture application you'll find that it axis follows you...
Posted 17 years ago2007-04-03 19:58:51 UTC Post #217928
Mmm. Yeah, I usually don't even see the error, unless I forget to check for errors.
Posted 17 years ago2007-04-04 13:09:33 UTC Post #217987
Would turning it into a func_wall fix the problem
Posted 17 years ago2007-04-09 19:15:42 UTC Post #218550
No. The problem is with texturing. Just check ALT+P and do fix, and if that doesn't work find out which brush it is and change the texture scale.
You must be logged in to post a response.