More Problems? Created 16 years ago2007-09-28 09:32:59 UTC by S.O.T.E. S.O.T.E.

Created 16 years ago2007-09-28 09:32:59 UTC by S.O.T.E. S.O.T.E.

Posted 16 years ago2007-09-28 09:32:59 UTC Post #235149
Hey guys, I'm back, and nice to see this site still ownz!
I've got some new errors:
1 - When I compile, I get this error, but it dosen't seem to affect anything but it creeps me out:

Using Wadfile: mischammerresourceszhltwadsde_frostbite.wad
  • Warning: Larger than expected texture (629812 bytes): 'CREDITS'
  • Contains 147 used textures, 99.32 percent of map (494 textures in wad)
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 6.05 mb (of 7.94 mb MAX)
15.02 seconds elapsed

I DID NOT USE A TEXTRE CALLED NULL! and no i did not include ZHLT.wad, but it does not seem to screw up anything, but i woudl still like to know what the hell that is.

2 - Warning: Leaf portals saw into leaf
Problem at portal between leaves 973 and 974:
   (2340.000 -1363.000 66.000)
(2348.963 -1363.000 66.000)
(2358.470 -1363.070 67.017)
(2357.453 -1370.740 179.000)
(2335.000 -1370.740 179.000)
(2335.000 -1368.000 138.999)
Ok, I get this error in compilation, but it also does not affect anything. I used to have 6 of these errors but my map still worked fine. Then, recently, I compiled and got 9 of those, and it screwed up, saying this when i tried to play my map in CS, closing once i start my map and saying in a box:
Bad surface extents 576/0 at position (-1472, -448, -64)
So I suspect it has something to do with the new "Leaf protal saw into vis" errors.
All i did between compiling my working map and my screwed up map was make 286 x 126 rectangular non vertexed blocks with <256x256 textures and cloned them here and there, changing the texture with each clone. It looks fine in Hammer and check for probs didn't show anything. Please help!
Posted 16 years ago2007-09-29 15:59:17 UTC Post #235267
Ok, here goes

[quote]Using Wadfile: mischammerresourceszhltwadsde_frost
bite.wad
  • Warning: Larger than expected texture (629812 bytes): 'CREDITS'[/quote]
Sounds to me like you have a texture which is larger than 512 x 512 pixels. This is the limit that the HL engine can handle.
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 6.05 mb (of 7.94 mb MAX)
15.02 seconds elapsed
Make sure that you have zhlt.wad included in the 'textures' tab in the 'options' screen if you have used it before in the map and then removed it. As for the NULL texture issue, you may have used the a texture from a wad file and then removed the wad from the textures list, meaning that you may still have a face or 2 using a texture which isn't actually there.
2 - Warning: Leaf portals saw into leaf
Problem at portal between leaves 973 and 974:
(2340.000 -1363.000 66.000)
(2348.963 -1363.000 66.000)
(2358.470 -1363.070 67.017)
(2357.453 -1370.740 179.000)
(2335.000 -1370.740 179.000)
(2335.000 -1368.000 138.999)
This one is pretty simple. You have a solid brush going into (sawing into) anther solid brush. Find it and sort it out. Make sure you haven't copied a wall and left it inside the original. (It happens)

If you can't get a clear idea of where this is from the coordinates it has given you, keep an eye open for 'flickering' textures. If you have 2 brushes which are exactly the same size inside one another but with different textures on each, the two textures will flicker in and out of each other when you move the 3d view. The same thing happens if you select a brush in the 3d view and see the original texture flickering through the red mask that selected objects have over them.

huff...wheeze

Hope that helps.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-09-30 02:30:03 UTC Post #235291
Ooo, okok thx!
Btw, the large texture is fine. Its just a warning (i hope) cuz its been fine so far...
I didn't even knew zhlt.wad existed, so i dunno how that got there...
Posted 16 years ago2007-10-01 05:00:07 UTC Post #235361
Hmm, ok, I have not tried compiling my map after finding all the stupid "sawing" brushes (stupid coordinates so hard to find... *swears* why isn't there a Go To Leaf button... :tired: " anyway, just wanted to know if its ok to have a clip brush sawing into another brush? And, my map seems a bit laggy at times, defintely nothing to do with my com. It is not the fullbrite kinda lag, but more of like an occasional slowness. I heard that its because of the env_snow, but de_aztec seems fine even with the env_rain... So? Is it perhaps because i'm using fast vis? It takes like 20min with fast... If i use full, will it be better? Or can i use some other type of vis? My compile is all normal except for the texdata being at max.
Posted 16 years ago2007-10-03 05:30:46 UTC Post #235515
Hey, ok, well, now my compile log is free of errors (except the wad error, which is really not important), but everytime I load my map in CS, it gives me the "Bad surface extents 576/0 at position (-1472, -448, -64)" error.
So, i look for the error, which is the vertex of a brush. Ok, no problem, i delete it and build a new one.
Play: Same error, new coordinates.
So, I locate the brush AGAIN (the coordinates point to the vertex of a aaatrigger brush tied to a func_bomb_target this time) and fix it by deleting it and constructing a new one. STILL GIVES ME A NEW ERROR! :thefinger:
wtf... :nervous: please help!

**Edit**
Oops, sorry I didn't see I triple posted.... Sorry! *Gives best apologetic smile*
Posted 16 years ago2007-10-03 07:47:08 UTC Post #235521
Posted 16 years ago2007-10-03 09:33:00 UTC Post #235529
Yeah, ok, thanks for the link, but i read that already. It says "If the numbers given include a 0 (which it does in my case), 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."
Ok well, the truth is, i did a hell lot of vertex manip, a lot of clipping and some carving. Also some rotation, but nothing major.
So, i followed the coordinates as mentioned above and i checked the texture for the brush. X and Y axis are both at 1, and everything seems normal. I'll try compiling again by deleting the brush and creating a new one, but I doubt it'll work. Please, what is going on?!
Posted 16 years ago2007-10-07 03:59:14 UTC Post #235908
ARgh why cant anyone help me?@!?!?! :furious:
I'm going insane!! :nuts:
Posted 16 years ago2007-10-07 06:57:17 UTC Post #235916
Does anything show up when you press Alt+P?
Posted 16 years ago2007-10-07 09:34:46 UTC Post #235923
Nope. The Texture application box for the "errorful brush" shows nothing abnormal. X + Y scale both 1, and i justified it to the center, using a conc_floor texture (256 x 256) just to test cuz maybe its the fact that I used Aaatrigger (16 x16) for too big a brush. I dunno, im desperate!
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