i changed the lightscale on all my large displacement surfaces and finally got it working i can even add an entire new world now. To prevent this, type sv_lan 1 in the console before loading your map. (Wrong: by default listen server is server over the LAN) Everything is very bright (no shading or shadows) This can also be caused if the color keyvalue is 0 0 0 for the entity it is used in. You won't have to fix the ones that say 'Entity (prop_static) has unused keyvalue "spawnflags"' (and for CounterStrike 'There is no player start.') Also remember that the name of the map http://forums.steampowered.com/forums/showthread.php?t=721425
However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Invisible Props The prop may have its End Fade distance set too close. This page has been accessed 69,855 times. Forum NameTopicsPostsLast post Half-Life editingQuestions about developing for the HL engine and using Worldcraft/ Hammer. 938 10218 in Map Compiler Problems (Goldsource)...
Back to top Back to the Index Bad Surface Extents This is typically caused by having extremely large scales on faces, (typically far above 10, usually 100+). Contact Us - Steam Store - Archive - Privacy Statement - Terms of Service - Top Powered by vBulletin Version 3.8.7Copyright ©2000 - 2016, vBulletin Solutions, Inc. How to use the Face Poser tool: Video Other Source related subreddits /r/Hammer /r/AskMappers /r/csmapmakers /r/csworkshop /r/SFM /r/TF2 /r/L4D2 /r/Portal /r/Halflife /r/CounterStrike /r/GlobalOffensive /r/DotA2 /r/Dota2Modding Twitch.TV Streamers TopHATTwaffle TheContemptInsomniac If you RAD (vrad.exe) Texture axis perpendicular to face at (XXX, XXX, XXX) At the coordinates specified there is a surface with incorrect texture values.
Several things can make vis take way longer than usual: First, if the world has been 'boxed in' to prevent leaks, vis has to spend large amounts of time on the To fix it, create an info_no_dynamic_shadow entity, and use the Pick button to select the offending surface. Dynamic shadows (shadows for players and prop_physics) appear where they shouldn't This is a shadow rendering error due to the method that shadows are calculated. recommended you read I noticed this only happened when doing an HDR full final compile (also with -textureshadows, -staticproppolies, and -staticproplighting).
All trademarks are property of their respective owners in the US and other countries.Some geospatial data on this website is provided by geonames.org. This generally equates to a maximum of 128MB, or a system total of 384MB to run the worst case (65535 patches) map. Follow it in 3D view, seal the leak and recompile. Your browser will redirect to your requested content shortly.
The third cause is if the nearest worldbrush directly beneath the model is either unlit, or using a non-rendered texture such as tools/sky. http://www.valvetime.net/threads/map-with-no-textures-error.92406/ Happy on Thu Dec 23, 2010 6:28 am This happens when vrad crashes in a way that saves the bsp without lightmaps. However, the idea was to put in custom textures where it was needed as the regular hammer textures arent good enough for this kind of terrain. If any of the coordinates are -9000 or 9000, then the brush is damaged, and most likely needs replacing completely.
PruneNodes... http://strongboxlinux.com/engine-error/engine-error-hl2.php Back to top Back to the Index HLRAD is SLOW/stuck on makescales HLRAD requires large amounts of memory to run efficiently for all but the most trivial of maps. Question here is was it packaged inside the BSP you decompiled or is it a standard Garrys mod texture? This means a face can be lit by unlimited different light styles as long as they share up to 4 names.
Run vbsp and vvis, then stop all programs except hammer and run rad by itself. Co-founder of DCC : http://dccstudios.co.uk/ dragonking Member Joined: Thu Dec 23, 2010 12:23 am Top Re: engine error: map with no textures by Mr. Theme designed by Audentio Design. check my blog New file.
Furthermore, the amount of memory the vismatrix uses is not all the memory HLRAD needs to run. Back to top Back to the Index MAX_PORTALS_ON_LEAF This is normally caused by having large rooms which connect to a lot of other hallways, alcoves, or other similar shapes. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. warning - face vectors parallel to face normal.
The coordinates listed in the error are very important in diagnosing the error. Go to edit, select all. Building cubemaps causes the game to crash with a memory reference error Make sure the game resolution is at least 800x600. http://strongboxlinux.com/engine-error/engine-error.php Carry on.
Jamie "Mr. The texture name on one or more faces has a space in the middle of the name somehow (textures are not allowed to have spaces in their names). An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. The second cause, a common cause for map porting, is having the color keyvalue set to 0 0 0, which worked fine in Goldsource, but it shows for all rendermodes in
hlcsg/hlbsp/hlvis/hlrad.exe is not a valid Win32 application Plane with no normal Example: Entity 10, Brush 0, Side 4: plane with no normal Entity 10, Brush 0, Side 5: plane with no WriteBSP... Simlpy find the offending brush, and then the faces with the inappropriate texture and change it. Happy on Thu Dec 23, 2010 4:43 pm good luck! -You've just been happified!?
And finally, using an older version of gensurf that does not support ZHLT's HINT brushes. If a brush uses SKY, all sides must be sky. In order to find this error, uncheck all visgroups except "Clip/player".