Error

ElowindElowind Join Date: 2002-03-06 Member: 279Members
<div class="IPBDescription">How do i fix this</div>ok, i found a place that explains most error sbut this wasnt there, so maybe some of u have had this problem


Error: Entity 337, Brush 0: SKY brushes not allowed in entity
Error Brush type not allowed in entity



what i did to fix this problem before was to edit the enityt and reassign its values, every entity became messed up becuz of a vis group thing, when i'd hit alt+enter to goto the properties it'd take me to something that says addvisgroup or i could selected the already existant one. So im wondering how do i fix this entity when it doesnt exist

(i used the "Goto Brush" thing)

Comments

  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    ok well i found that enitity, but still is there a QUICK way of changing these all back so it works?
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    a brush with sky texture is not allowed to be an entity of any kind
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    yep, you cannot tie the sky testure to entities, or have the sky texture applied to any entities.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    forgot to mention, to fix, goto the texture browser, find the sky texture and select it. Then hit "mark" (in the texture browser) and then hit "to world" in worldcraft.
  • F4WNF4WN Join Date: 2002-04-01 Member: 372Members
    You can have entities with the SKY texture applied to them, they just have to have one face with a different, "normal" texture. This is very useful when you want to make something perfectly flat, not just one unit thick.

    What you do is take two pyramids, with SKY texture applied to all faces, and put the two largest faces together. Apply the texture for the flat object on those two faces of the two pyramids. Now the object will appear flat, because ingame there will only be two visable faces.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    An even better option that's available in NS (since we use Merl's ZHLT) is to cover all faces except the face you want to show with the "null" texture.  I did this on every last 'luminosity' func_illusionary in ns_bast, and it works beautifully.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Just to prove how little i keep up with current tool development.

    the old dev tools, QBSP etc used to die when you had the sky tex on other brushes. It kinda printed itself in my head as a mapping rule.

    My mistake.
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    You can get some problems with the NULL texture.  It dosent like being on with a water texture.  CSG crashed in a compile last night because of a mixed face error with NULL and !R25_STAGNANT.  Just for your information <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Right.  Because ! textures are water-only textures.  This should still work on non-entity brushes (it did for me anyway), but any time you have a brush entity textured with a ! texture, only the top surface is rendered anyway.
Sign In or Register to comment.