I just found something else that causes this!!!
It's ironic, because I've never really had this problem...or so I thought. Then I'm working on a map just today, and get the dreaded:
I quickly scanned the compile log, and found nothing of interest, except this:
I've seen this error before, but I didn't think it had anything to do with the
Bad Surface Extents error. It has to do with us HLFix users and updating our
wad.txt file, which is just a list of the paths/wads used, located in your VHEmaps folder.
For some reason, when switching my rig over to mapping for cs and updating my
wad.txt file, I stupidly deleted
zhlt.wad from it.
Now it should be said while i've omitted wads from that file before, it never resulted in
Bad Surface Extents 'till now, and simply displayed the pink and black checker pattern in-game for those missing wads/textures.
The difference here I believe, has to do with the
NULL texture. In this old map I was working on today, I had not one null textured brush in the whole thing, because I never used it on any of my old maps.
So, it compiled fine, until, you guessed it, I started nulling stuff... The coordinates the
Bad Surface Extents error was giving me was exactly where I started "NULLing stuff". Again, because
NULL is a special texture, It didn't just result in a missing texture(s) in-game, but the
Nasty BSE error!Omitting the NULLs, updating the
wad.txt file, or toggling off HLFix all eliminated the problem.
Should also be noted that in other threads, on other forums about "Bad Surface Extents", I noticed at least one other compile log that had this
FindTexture() error too...so it's a correlation of sorts.
So, add another thing to the list that causes the ever-elusive,
Bad Surface Extents ^_^!