Ns_fort
Night_Eagle
Join Date: 2003-11-07 Member: 22373Members
<div class="IPBDescription">...A Night-Eagle Production...</div> <span style='font-size:21pt;line-height:100%'>Ns_Fort</span>
<span style='font-size:8pt;line-height:100%'>A Night-Eagle Production</span>
Progress (Fast as AOL)
0%.10%..20%..30%...40%..50%..60%..70%..80%..90%.100%
['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-
.^............................................................................................
I have alot of work ahead of me.
Well, this will be my first map...if an NS_Fort doesn't already exist.
Basically, this is a new outpost on some foreign Kharaa planet
I have never heard of an NS_Fort, have any of you heard of one?
Pics (Updated whenever):
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_start.JPG' border='0' alt='user posted image' />
Marine Start v1
The Annoying Feature List: (Tell me which ones suck and which ones rule)
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_hatch.jpg' border='0' alt='user posted image' />
-Hatch for Marine Bunker
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_bunker_wall.JPG' border='0' alt='user posted image' />
-First layer of walls for inner core protection of the bunker.
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_splash_wall.JPG' border='0' alt='user posted image' />
-Second layer wall for front of bunker to shield inner core.
<span style='font-size:8pt;line-height:100%'>A Night-Eagle Production</span>
Progress (Fast as AOL)
0%.10%..20%..30%...40%..50%..60%..70%..80%..90%.100%
['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-['l'|'l']-
.^............................................................................................
I have alot of work ahead of me.
Well, this will be my first map...if an NS_Fort doesn't already exist.
Basically, this is a new outpost on some foreign Kharaa planet
I have never heard of an NS_Fort, have any of you heard of one?
Pics (Updated whenever):
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_start.JPG' border='0' alt='user posted image' />
Marine Start v1
The Annoying Feature List: (Tell me which ones suck and which ones rule)
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_hatch.jpg' border='0' alt='user posted image' />
-Hatch for Marine Bunker
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_bunker_wall.JPG' border='0' alt='user posted image' />
-First layer of walls for inner core protection of the bunker.
<img src='http://members.cox.net/dieckmannse/Night-Eagle/ns_fort/marine_splash_wall.JPG' border='0' alt='user posted image' />
-Second layer wall for front of bunker to shield inner core.
Comments
You started it or just working on the idea? If you've started it, I want screenies!
Well, it was looking like an NS_SIEGE so I'm going to start it over with a different concept.
You can help me...tell me what to make.
I have the skills, but I am missing direction.
BAD SURFACE EXTENTS 64/576
I guess this translates into
**** YOUR STUPID CUSTOM TEXTURES YOU ***HOLE!!!
Also for help, go the the mapping troubleshooting forum. It's a sub forum rite above this one.
Thanks for your suggestion though.
That doesn't work caboose, my rad compile is screwed up. I can probably fix it.
****.
I found the problem.
I'm using a custom wad.
That is all there is to it, it is just ****ed.
I tried putting custom textures into a custom wad, CRASH!
I tried putting official NS textures into a custom wad, CRASH!
I tried putting official HL textures into a custom wad, CRASH!
Let me show you what I have come up with so far:
<img src='http://members.cox.net/dieckmannse/Night-Eagle/compile_error.JPG' border='0' alt='user posted image' />
Thank you!
Well, it was looking like an NS_SIEGE so I'm going to start it over with a different concept.
You can help me...tell me what to make.
I have the skills, but I am missing direction.
BAD SURFACE EXTENTS 64/576
I guess this translates into
**** YOUR STUPID CUSTOM TEXTURES YOU ***HOLE!!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Mapping Help & Troubleshooting > Common Errors & Problems Thread:
QUOTE
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bad Surface Extents ?? / ?? Error: This is a texture alignment issue. Either a texture is scaled too large or small or you selected your entire level and moved it around with texture lock enabled. The only way to fix this. (If you have no idea where it is.) Is it to select your entire level, go to the texture tool and make verything 1.00, 1.00 and 0, 0, 0. That may **** some people off, but at least you don't lose your architecture, eh? If you want to, be my guest, fly around your level and look for any mangled textures and correct them by hand. I hope you can find it without having to use the crude method above.
edit: [1/21/04]
I have been having a lot of trouble with this error lately so I'd like to quickly add a few things about this error.
1. Moving pieces of architecture far distances with texture lock on can cause this error.
2. I have found that the "Find Bad Tex Scale" Util in QuArK doesn't often pick this texture error up.
3. Using the clipping tool and creating a ever-so-slightly slanted face will give you this error. (Zoom in when you use the clip tool to ensure a clean cut)
4. The errors dialog in VHE *NEVER* picks this up.
5. I have no clue what the numbers mean when it says, "Bad Surface Extents", if someone could enlighten me I would very much appreciate it.
edit: [2/05/04]
I have discovered that BSE will also occur if HL can't find the textures listed in the editor. In my case I had my STEAM install on my G Drive and my Map File on my J Drive. The compiler/engine was looking in J:\Program Files\Sierra\Half-Life\ns\ instead of G:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns. This is because (I believe) the compiler drops the drive letter and just grabs whatever letter the map file resides on, regardless of your specifications in VHE's texture selector dialog. Not sure on this but there should be a texture error reported from CSG in this case so make sure to check your compile log. It would read something like:
LoadLump()MissingTexture
or similar.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
~ DarkATi
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Using Wadfile: \sierra\half-life\nsp\ns_fort.wad
"wad" is "\sierra\half-life\nsp\ns_fort.wad;"
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Location of wad file:
C:\Sierra\Half-Life\nsp\ns_fort.wad
I've deleted my map and started OVER again.
Please give me ideas if you have any.
Hehe, no offence but thats kinda funny, accidently on purpose.
good luck getting it to work.
BTW: A quarter of the things I say are jokes.
Isn't that nice Reebdoog?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Anyway, those pics up there are post-deletions.
Sometimes they will not be updated
I.E.: I have a hatch on that bunker that is not shown at the moment.
I will update it when I am arsed enough.
asked enough*
...I never saw that movie...
Also, textures WILL SUCK until I texture the map seriously. Usually, doodads like hatches will have their final textures when created.
Hopefully.
For convienence (how do you spell that?) I am putting all textures I use in my WAD file. I think I'll end up using 7/8 custom textures, so that is a good thing.
In the end, I'll probably have three times the maximum entity limit; I love my doodads, so tell me which features I should get rid of. I will make an annoying feature list on the first post.
LOL
looking very siege007 style. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
looking very siege007 style. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i think thats because of the textures that arent done yet
...
...
I think I'll put this thing off till summer vacation,
my stupid school administration took two weeks off of my summer and put one in spring break and one in winter break...****.
DOWN WITH THE ADMINISTRATION!*
<span style='font-size:8pt;line-height:100%'>*Night-Eagle is not responsible for this quote.</span>
*Looks at map*
God I feel like a nub.
But I am not.
I am probably the only guy in this game that knows how to spawn HA, JP, GL, HMG, pistols, LMG, mines, welders, ammo, and health packs via hammer triggering.
There might be someone else though...then again, maybe I am a noob 'cuz this is my first map...
*Sigh*