aaatrigger texture and entities problem Created 12 years ago2011-04-03 14:40:33 UTC by T3RM1N4T0R :D T3RM1N4T0R :D

Created 12 years ago2011-04-03 14:40:33 UTC by T3RM1N4T0R :D T3RM1N4T0R :D

Posted 12 years ago2011-04-03 14:40:33 UTC Post #292922
Hi, im having a little problem, when i use aaatrigger texture and make it trigger_hurt or trigger_multiple i compile the map and when i load it on cs i get the bad surface extents error and i dont vertex manipulate the brush and i didnt stretched it.

Can someone help me please ?
Posted 12 years ago2011-04-03 15:08:11 UTC Post #292924
Maybe the brush with the aaatrigger isn't the problem. Hit Alt+P to check for problems.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-04-03 15:29:00 UTC Post #292925
Shows no problems
Posted 12 years ago2011-04-03 15:34:53 UTC Post #292926
anyone help ?
Posted 12 years ago2011-04-03 16:58:22 UTC Post #292927
use null texture.
Stojke StojkeUnreal
Posted 12 years ago2011-04-03 17:05:34 UTC Post #292928
use null texture with the entitie ?
Posted 12 years ago2011-04-03 17:13:02 UTC Post #292929
instead of aaatrigger use NULL texture to make entities, or bevel.
Stojke StojkeUnreal
Posted 12 years ago2011-04-03 17:15:06 UTC Post #292930
No, don't use any other texture for the trigger. That won't fix anything.

Take a look at this and see what you can do: http://www.slackiller.com/tommy14/errors.htm#badsurface
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-04-03 17:16:20 UTC Post #292931
I did searched a lot when this happened i would come here ask for help without even trying to fix :/
Posted 12 years ago2011-04-03 17:18:24 UTC Post #292932
Somehow the null texture worked im not sure if it was the texture or a diferent size of brush i used
Posted 12 years ago2011-04-03 17:24:40 UTC Post #292933
Posted 12 years ago2011-04-03 17:43:24 UTC Post #292935
@ Atom

Bevel and null work just fine for any trigger. The only thing AAAtrigger does and non other (as i noticed) is allowing the entity(solid) to have "solid color" render mode (glow with selected colors or what ever).

@Terminator

No prob dude
Stojke StojkeUnreal
Posted 12 years ago2011-04-03 17:52:09 UTC Post #292936
Also, Terminator, TWHL has the edit function, so no need to double or triple post. Just click the edit button, put [EDIT] and continue writing. It's also handy to fix problems rather than going like tihs. *this
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2011-04-03 17:54:32 UTC Post #292937
Oh sorry, my bad thanks
Posted 12 years ago2011-04-03 18:33:54 UTC Post #292938
@ Stojke: True, but in the Half-Life mapping world, it's common sense that aaatrigger textures are used on trigger brushes so that you, the mapper, can identify them as trigger brushes later on.

Whatever floats yout boat, really.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-04-03 19:45:30 UTC Post #292939
Yeah i know :P

I personally use only aaatrigger.
Stojke StojkeUnreal
Posted 12 years ago2011-04-03 22:01:16 UTC Post #292940
I use any texture for brush entities... :gak: Usually a concrete.
Posted 12 years ago2011-04-03 22:27:05 UTC Post #292944
Well you are zeeba were just mere mortals xD
Stojke StojkeUnreal
Posted 12 years ago2011-04-03 22:39:07 UTC Post #292945
Bad surface extents usually come from a brush having 2 different type of textures on it.

Like.. you'll get that if you put a water texture on only one side of a brush.

You might have just only had the AAA texture on one side, or all but one.. or something..
Tetsu0 Tetsu0Positive Chaos
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