Well...
neues
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???
This happened to me, i used Vertex Manupultation so do you think this is why???
Comments
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...
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-->
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...
amckern
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.
This will prove difficult though, because the zone has to have all the neccessary entities in it, for NS tow work...
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"