Bad Surface Extents?
Lazer
Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
<div class="IPBDescription">What does this mean?</div> I've been working on a map for quite a while now. The map is rather large. Just recently I started getting an error telling me "bad surface extents" then a number something like xxxxx/0. I get this error right when the map loads up in ns after being compiled. I've tried checking for errors and things like that but i can't seem to figure it out.
Comments
Anyway, click the "check for problems" button...
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->( -256 128 64 ) ( 256 128 64 ) ( 256 -128 64 ) GENLEG [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 20 1<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
The "0 20 1" at the end tells the texture scale. I'm not sure about the 0, but the 20 is the x scale, and the 1 is the y scale. You could change it here if you want to, and at the very least find the texture that is being scaled too far (in this example the texture is GENLEG.)
BUT now i know how to stop that happening, its mainly when you have a block big front and not thick (say 10 units) and you align the texture to fit.. the 10units part will look very odd this is the problem (at least that what it was on mine all the time).
You won't believe how many people do that. You won't even beleive how many people build levels with "hollow" cubes...
Anyway, I didn't mean that you built your level from a huge cube. That would be just stupid. If you add cube by cube and carve it out, it works fine.
I for example name my maps "ns_mymap_build001a".
Whenever I add a new room or do major changes to an existing room the map will be saved as "ns_mymap_build_build002a" and so on.
Whenever I do minor changes or "just" some tweaking (lights, textures, details) the map get's named "ns_mymap_build002b".
I alway keep the latest and the previous "full" versions... for example if I'm currently working on "build013b" I still got "build013a" and all builds of the "build012"-series.
Not every version get compiled (right now take about 3 hours to compile my map wich is about 33% finished).. sometime I do a lot of changes in one row but during that process I save quite often.
So when the latest compiled version was "build011a" and the current version "build011e", I can trace bak the error by going through the saved versions without having to delete parts of the map wich have nothing to do with the error.
This my seem a little too much efford, but if you've come far with the map and you can't find an error, this really is very handy.
-my2cent-
btw: people who start their map making a big 4000x4000x4000 cube and hollow it should get <this part of the text has been censored due to offensive and insulting content> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
the map thing: mapping room by room saving only parts
on my old machine I mapped only parts because my pc was to slow to handel as much information. new pc, much more mapping possibilities. but I never will map only parts of the map! its a hell of work to fit the parts in the right way and overall style will possibly get to different.
my 2 cent
(asks himself:"why I wrote what everybody still knows?")
rofl