Ignore "Bad surface Extents"? Created 8 years ago2016-01-30 20:17:22 UTC by EsprimoP EsprimoP

Created 8 years ago2016-01-30 20:17:22 UTC by EsprimoP EsprimoP

Posted 8 years ago2016-01-30 20:17:22 UTC Post #328569
I know this might sound silly and I know what causes the error. But can I somehow make the compiler and the game ignore it? Maybe extend some limitations in the codes?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-30 20:41:21 UTC Post #328571
Isn't easier to fix your map?
Posted 8 years ago2016-01-30 22:52:57 UTC Post #328576
Yeah, just alt+p and fix the problems. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-30 23:36:41 UTC Post #328579
Please answer the question.
Alt+p didn't help ("No problems found")
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-31 17:49:29 UTC Post #328583
Too much vertex manipulation I guess... try to find tiny brushes and force to grid the most evident problematic brushes, also tie to entity those which aren't part of the world wall's brushes.
Posted 8 years ago2016-01-31 18:07:37 UTC Post #328586
Ya better not to ignore them. I admit I sometimes do it myself but if you get to many of them then your map might crash at a certain point. Or Hammer all the sudden refuses to even compile the map and you don't know why at that time.

So ya fixing it might be annoying if it ruins some of your brushes again. But better to do it right than not at all. Also it makes your maps less laggy. Got a very complex map which lags beyond reason and fixing that is so frustrating. So keep your r-speeds low when possible my mapping clean.
Posted 8 years ago2016-01-31 18:13:26 UTC Post #328587
I know how to fix it. I fixed it. I am asking one simple question.
Can I make the compiler and the game ignore that? Can I, or can I not?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-31 20:38:19 UTC Post #328593
Considering nobody knows of a setting to do so, and they're suggesting ways to actually fix your bad geometry, I'm guessing it's not possible.

Why exactly do you want bad geometry in your compiled map anyway?
Posted 8 years ago2016-01-31 21:02:25 UTC Post #328595
You can't ignore this error, and even if you were able to do it, the (unforeseen) consequences would be fatal.

I know you fixed your error but I would like to remind to you (and also others) why this error can happen :

1) "Texture axis perpendicular to face" error (Urby mentioned the way to fix it which is Alt+P).

2) You have an empty solid entity (in other words, you have a brush entity that doesn't take any physical space on the grid and the editor/compilers have no idea how large/tall it is)

3) You have a solid with an invalid structure : bad Morphing/Vertex tool usage is the most scenario to have this problem (it's a concave brush instead of a convex one).

4) Texture scaling : imagine a texture with a 999.999 X scale and 1.0 Y scale, this error should happen.
Posted 8 years ago2016-01-31 21:36:18 UTC Post #328598
All I know is that this problem will ALWAYS make the compiler crash, at least this is what happened with some of my maps. Why don't you post where in the compile process appeared the error?, it'll help. Also, if the map compiled completely, did the map lags, crash or show extrange behaviour in certain areas?, also have in mind that this is not a aesthetic problem like the HALL of mirrors problem, it's related with the consistency of the very world structure... :( I hope you can find the solution!! ;)
Posted 8 years ago2016-01-31 23:29:27 UTC Post #328602
Im assuming you want whatever effect makes the compile fail? What exactly are you trying to do
Tetsu0 Tetsu0Positive Chaos
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