bad surface extents Created 20 years ago2004-01-01 21:08:03 UTC by ministeve ministeve

Created 20 years ago2004-01-01 21:08:03 UTC by ministeve ministeve

Posted 20 years ago2004-01-01 21:08:03 UTC Post #10104
Bad surface extents 8800/0

what does this mean? i had a look at slackiller.com/tommy14 but that didnt help. this is crucial! this map is 4 blackdeath!
Posted 20 years ago2004-01-01 21:57:17 UTC Post #10107
texture scaled too much (too big/small), look for anything in <0.05 or >15 range
Posted 20 years ago2004-01-01 22:01:04 UTC Post #10111
how do i know if theyre 2 big or small?
Posted 20 years ago2004-01-01 23:53:26 UTC Post #10129
Well I think they will be:
in the less than 0.05 or greater than 15 range
Since you said the error was 8800/0. Tommy say's if it has a 0 in the error, to try the "Check for Problems" or ALT+P and see if there was a texture perpendicular to face error.
Oh, sorry... you said you read Tommy's thoughts on this problem and so you must have already done that....
That being the case, and there are no invalid or perpendicular textures ... then look at all your complex or VM'd brushes.
Posted 20 years ago2004-01-02 08:41:59 UTC Post #10174
lol, use the texture manipulation tool ministeve
Posted 20 years ago2004-01-02 15:05:54 UTC Post #10192
all my brushes r rectangles or squares. and on snap: on grid: 64 the biggest brushes r 19 squares long. that 2 big?
Posted 20 years ago2004-01-02 15:28:18 UTC Post #10199
It's caused by textures being shrunk too much. Sometimes, it becomes so thin/short that it's size is 0.00 because it's so small. Just increase the size to fix it.
Posted 20 years ago2004-01-02 15:34:14 UTC Post #10203
nothin really like that. nothin 2 thin
Posted 20 years ago2004-01-02 15:45:10 UTC Post #10204
It's just the texture, not necessarily the brush. Sometimes, I make big one unit thick doors, and set the whole thing to fit, not just the visible faces.
Posted 20 years ago2004-01-02 19:44:36 UTC Post #10242
Um, not a good idea...
Quick, but bad practice
Causes problems later on vassy...
Posted 20 years ago2004-01-03 20:44:13 UTC Post #10405
dude... easy way to fix it... highlight every frickin brush on the map... hit ALT-A then set x-scale and y-scale to 1... hit apply.... u may have to resize some textures back to where they were... but its about the easiest way to track down the texture thats screwin up...

this has nothing to do with the brushes... their shapes or anything like it... just the texture applied to a brush somewhere is scaled soooo small the engine wouldnt be able to render it...

-Chippy
Posted 20 years ago2004-01-04 08:56:01 UTC Post #10472
what a rediculous fix chippy, I'd have to spend hour upon hour of getting the textures aligned again for some of my maps
Posted 20 years ago2004-01-04 11:02:40 UTC Post #10487
most maps have textures streched without problems, sometimes this decreases r_speeds,
and usually, if you just scale to 1 they come out misaligned all over
Posted 20 years ago2004-01-04 11:20:56 UTC Post #10495
ill get right 2 it. thx
Posted 20 years ago2004-01-05 05:30:12 UTC Post #10719
sorry guys i wasnt specific enough i guess... it tells u what texture was used on the face... so you only resize everything with THAT texture... not the whole map... oh god... that would suck wouldnt it... lol...

i just recently had to do that...

eh... i suppose if u remember a small brush u used that texture on you could do it individually... but most of the time i try not to remember EVERY brush on the map... yech.. :P
Posted 20 years ago2004-01-05 22:02:38 UTC Post #10840
Which kind of makes this statement a little rash?
this has nothing to do with the brushes... their shapes or anything like it...
That is why I suggested that if they can't find the offending texture, then they should look at brushes, especially complex ones :)
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