bombtarget related surface extents... Created 17 years ago2007-02-03 04:23:42 UTC by flnd flnd

Created 17 years ago2007-02-03 04:23:42 UTC by flnd flnd

Posted 17 years ago2007-02-03 04:23:42 UTC Post #211479
Hello

I'm slowly getting closer to finnish this map now, but there is one little problem left:
-As soon as I add bomb targets, I get the "bad surface extents"-error on them. No matter what texture I use (the "AAATRIGGER" or any other ordinary). I also use normal 1 to 1 scaling on the surfaces too.

There is pretty much vertex manipulation around the map, but it compiles just fine without the b-targets, so it shouldn't be them, right? I'm confused :S

So a little help would be very appreciated!

//Flendel
Posted 17 years ago2007-02-03 04:42:54 UTC Post #211480
Tommy14 is your buddy! :)

Soe is the Forum Search for your trouble. :)

If you still can't get it to work after checking these, post your compile log, and/or upload your map to the Problem Maps section.
Posted 17 years ago2007-02-03 04:43:00 UTC Post #211481
If I remember correctly (I haven't mapped for CS in ages) the bomb targets are brush based, which means that there's some problem with the brush you're using for it. It's probably some kind of invalid shape that it has. Use "check for problems" and see if there's anything in there about it.
Posted 17 years ago2007-02-03 06:33:58 UTC Post #211488
Tommy14 and forum search were used greatly before posting, actually :P But it was the connection with the bombtargets that was so anoying :/

None the less, I did figure it out now! Smart-ass me made the bombtargets completely square-ish, without bothering about the rotated boxes in the bombsite that then kind of cut the bombtarget in masses of strange angles.

Well well, 1 dumb point for me, and thx anyway for the tips! There'll prolly be more opportunities to help, just you wait ;)
Posted 17 years ago2007-02-03 07:37:05 UTC Post #211492
Smart-ass me made the bombtargets completely square-ish, without bothering about the rotated boxes in the bombsite that then kind of cut the bombtarget in masses of strange angles.
If I understand what you're talking about, then you're wrong. Whether you had rotated boxes or not, they wouldn't intersect with your bombsite brush in such a way that they would break it up, because they're brush-based entities, not world brushes. They'd still intersect, but they wouldn't be broken into a bunch of pieces.
Posted 17 years ago2007-02-03 08:50:10 UTC Post #211506
Interesting, cuz that's what I thought was so mysterious in the first place. But by building the bombtarget around the boxes actually solved the problem :S
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