Outside World...
Barathrum
Join Date: 2003-11-08 Member: 22383Members
I got this "funny" error when I compiled my kinda detailed map yesterday:
Warning, entity 0, brush xxx outside world (xxx,xxx,xxx) etc.
But the problem to this usually extremely easy problem is that the brush doesn't exist when I search it. I've tried to use the cordon bounds-tool in every location of my map without progress. I've checked every entity to see if its borders seem strange, but they doesn't. What causes this? The invalid brush (which I think it is) goes all over the map, but it's invisible and it doesn't exist according to the search-engine.
In many places, I've tied like 10-20 objects to a func_wall, in order to reduce the amount of entities used. These can be together like 30x30 metres in-game. Can the error be that I've made too large func_walls?
- No, I haven't made any brush that goes beyond the grid (though an invalid, invisible one may cause this).
- No, I haven't placed my map too close to the edge.
Thanks for any help!
Warning, entity 0, brush xxx outside world (xxx,xxx,xxx) etc.
But the problem to this usually extremely easy problem is that the brush doesn't exist when I search it. I've tried to use the cordon bounds-tool in every location of my map without progress. I've checked every entity to see if its borders seem strange, but they doesn't. What causes this? The invalid brush (which I think it is) goes all over the map, but it's invisible and it doesn't exist according to the search-engine.
In many places, I've tied like 10-20 objects to a func_wall, in order to reduce the amount of entities used. These can be together like 30x30 metres in-game. Can the error be that I've made too large func_walls?
- No, I haven't made any brush that goes beyond the grid (though an invalid, invisible one may cause this).
- No, I haven't placed my map too close to the edge.
Thanks for any help!
Comments
if you connected several func_wall 's together... and the 'connections' between the walls travel through the void... like if they are in two different rooms.
I hadn't found the cordon-bounds-tool until recently (simply didn't notice it was there). I used to map all my different sections in its own .rmf-file, so I didn't have to compile everything just to make a small adjustment. It worked just fine to compile when I compiled the areas in their own mapfiles... the error just started to show up after I had rebooted my computer over a night and after I had turned all the visgroups visible. I've tried to copy the whole map to a new .rmf-file, but the error eventually shows up there too.
So I doubt there are any func_walls going into the void. The only entities that goes outside rooms are some large sprites, but I've tried to delete these and compile - no success.
Warning, entity 0, brush xxx outside world (xxx,xxx,xxx) etc.
But the problem to this usually extremely easy problem is that the brush doesn't exist when I search it. I've tried to use the cordon bounds-tool in every location of my map without progress. I've checked every entity to see if its borders seem strange, but they doesn't. What causes this? The invalid brush (which I think it is) goes all over the map, but it's invisible and it doesn't exist according to the search-engine.
In many places, I've tied like 10-20 objects to a func_wall, in order to reduce the amount of entities used. These can be together like 30x30 metres in-game. Can the error be that I've made too large func_walls?
- No, I haven't made any brush that goes beyond the grid (though an invalid, invisible one may cause this).
- No, I haven't placed my map too close to the edge.
Thanks for any help! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You may have a bad brush in the exported .map file (I'm assuming you're using Hammer)... it sounds like Hammer has a bugged, zero-face brush that it's exporting. A brush without faces would be infinitely large in all directions so cordoning wouldn't cut it off, and it wouldn't ever draw on screen so it would appear like there was nothing there.
To check this, back up your work to a safe location, use the "export to map" feature, close your map, and then open the exported map in Hammer. This will lose any visgroup or camera information that was stored for your map, but should flush out any bad brushes since Hammer will refuse to load them.
I got the same error as one of the two before (I forgot to mention the second error. The second one is that I don't get any errors in the compile log, but when the map loads (if I compile without vis), the game crashes, or if I compile with vis, the program simply stops compiling after an hour and a half. When trying to load the map manually, the game crashes.). I got the second error when I made a box around my map aswell as when I tried your method of exporting the map to a .map-file.
So, still not working, I'm afraid :\
convert all your func_walls to-world
recompile..
still dont work, take two xanax, and burn your computer...
j/k
I really think you may have a func_wall or func_illusionary 'outside world'
Hehe, I'll try it out.
Yeah, it's absolutely worth a try.
Thanks for the tip.
take your current map, and bring chunks of it over to a new RMF piece by peice.. in a big skybox .... time consuming... but..
~ DatkATi
Tried the old drag-a-big-selection-box-around-everything-and-copy-paste-it-into-a-new-map fix?
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he tried that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
see:
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Barathrum Posted on Feb 16 2004, 05:31 PM
I compiled the areas in their own mapfiles... the error just started to show up after I had rebooted my computer over a night and after I had turned all the visgroups visible. I've tried to copy the whole map to a new .rmf-file, but the error eventually shows up there too.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->