Well...

neuesneues Join Date: 2003-04-28 Member: 15908Members
<div class="IPBDescription">isnt this a nice feeling when</div> You spent 1 hour and a half on perfecting a small area of your ready room and it doesnt compile because of an error that omething extends something?

This happened to me, i used Vertex Manupultation so do you think this is why???

Comments

  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    can you please tell us teh exact error? it will help alot.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Vertex manipulation is generally the problem... Go to Map -> Check for problems... If you have a "Invalid solid brush" it's your vertex problem.

    If you are using vertexes be extremely careful and think of a plan. Vertex manipulation too often cause double-faces and null-faces which in turn, destroy the compile proccess... It would be better if you click "go to brush" and delete it. Replace it with a new one...

    Remember, check for problems whenever you remember! This will save many lost nerves and keyboards...
  • CrashCrash Join Date: 2002-11-01 Member: 3395Members, Constellation
    I have never understood why vertex manip is such a problem for some people. I have only had about 2 invalid brush errors because of it, ever.

    I suppose it depends on what you try and do with it, but I always read things saying it is evil and should be avoided, when I honestly think its great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    When you know how to use vertex manipulation properly, it is far less evil than clipping, hollowing or (arGH!) carving.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Yeah and I really miss this feature in QuArK.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    If you use the vertex manipulation carefully, it will do its job.

    But if you strech the capabilities too far, it'l break. Just like an engine. Push it over the limit and you'll destroy it...
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    click link in sig, and see if the error is on that page

    amckern
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    <!--QuoteBegin--neues+May 13 2003, 03:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (neues @ May 13 2003, 03:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You spent 1 hour and a half on perfecting a small area of your ready room and it doesnt compile because of an error that omething extends something?

    This happened to me, i used Vertex Manupultation so do you think this is why??? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm not the bad boy but let me tell you should compile more often, just to check if you did a bad work. Then you learn the mapping traps and then you dont waste your time.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Just when you're done with an area, "zone" it and compile only that...

    This will prove difficult though, because the zone has to have all the neccessary entities in it, for NS tow work...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    the most popular errors caused by vertex manipularion are:

    Brush outside world....
    leak...
    komplanar faces...
    Texture axis pendicular to face....

    Some of this errors tell you a brush number that you can enter in "Map - go to brush number (ctrl+shift+g)" to find that brush. simplest solution is deleting it.
    You can also "map - check for problems (alt+p)" and ignore the "unised keyvalues error wich is hoax"

    A valid brush must be created out of flat (!) triangles or faces (triangles/faces of the same brush are not allowed to be in the same plane) and must be absolutely convex (! - faces of one brush, if having an eye, should not be able to see each other and look away from the center of the brush.)
    if the brush is not valid its vertxes get moved by the compiler randomly to be valid (auto fix) wich causes leaks or the brush having infinite size (were parallels intersect) -> brush outside world.
    Texture axis pendicular to face means that the texture moves exactly along one face instead of getting projected to it, so the texture gets scaled to infinite - fix this by "align to WORLD or FACE"
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