When Compiling
miniman
Join Date: 2004-01-14 Member: 25304Members
<div class="IPBDescription">I get flooded with errors...</div> When i compile i get tons of <!--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-->Error: Entity 0, Brush 334, Side 3: plane with no normal<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
during csg.. help!!!
And if anyone could give me a few tips on making my maps more atmospheric PLEASE PM me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
during csg.. help!!!
And if anyone could give me a few tips on making my maps more atmospheric PLEASE PM me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
In VHE tooltray go to Map>Go To Brush Number> Type in the brush number given by the log. If you ever receive an error with a brush number AND entity number use both
VHE will select the brush for you
The error has something to do with not being able to draw a perpendicular line so redo the brush. Either vertex manipulation checking the points or start from scratch.
<span style='font-size:11pt;line-height:100%'><b>plane with no normal</b></span>
<i>Example:
Entity 10, Brush 0, Side 4: plane with no normal
Entity 10, Brush 0, Side 5: plane with no normal</i>
This error is always caused by vertex manipulation. A plane is defined by 3 unique coordinates. If any of the three coordinates are the same, then you don't really have a plane (its either a line or a point). There is no way to fix this error other than to delete the brush and recreate it completely.
This is most commonly caused by dragging a vertex ontop of another to destroy it for several vertexes of the same face. The resulting brush can even look correct, but the side which you have destroyed can still have a point or two defined for it. The proper way to remove a face is to use a clipper. If the object is simple (say converting a square to a wedge), then dragging an edge via the yellow control points to merge multiple vertexes at once will probably be safe.