Goldsource Error: allocblock:full
Last edited 3 months ago2024-09-09 16:46:42 UTC
- Wiki
- View Page
-
You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date.
Click here to see the current revision of this page.
The map has too much texture pixelage. Causes:
- Map is too large and/or too detailed.
- Solution: Split into 2 maps, or turn some detailing into models, or do some texture budgeting e.g. scaling up textures of brushes that are farther away from playable areas, and manually
NULL
-ing unseen faces that CSG doesn't cull.
- Similar as above, but because you've surrounded your entire map in a huge box to fix leaks.
- Brushes that have ridiculously tiny texture scales (we're talking 0.0001 scale tiny), in turned can be caused by:
- Using "Fit" on texture application mode with all faces of a brush selected.
- Prevention: SELECT ONLY ONE FACE, then do a texture fit operation.
- Having Scale Lock or UV lock ON then resizing a large brush into a small one e.g. a sign with a really thin edge.
- Prevention: Always have Scale and UV locks OFF, and only turn them ON as needed. Immediately turn them off afterwards.
- Rotating/manipulating brushes with faces that are aligned to World, creating Error: Texture axis perpendicular to face.
- Solution: J.A.C.K./Hammer Editor recognizes this error so look for it in Map > Check for Problems... dialog.
- Prevention: Turn ON face alignment when creating the brush.
- Solution: No easy way but to go through every face of every brush for a squished texture and reset them. It's easier if you keep track of your edits. If you know which brush is having the issue, you can select the brush, then switch to Texture Application mode, then (with all faces selected) press Reset (J.A.C.K. only, Hammer Editor users need to type 1.0 to the scale textboxes) to reset the scale of all faces on the brush.
See also:
AllocBlock.
1 Comment
You must log in to post a comment.
You can login or register a new account.