Bad Surface Extents 2496/0

fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
<div class="IPBDescription">Problem after compile.</div> Map compiles fine. I wanted to give yall some screen shots, but when I got to open it in NS, I get this error:

BAD SURFACE EXTENTS 2496/0

and it kicks me out of hl completely.

Friend of mine that I'm working with on this can compile it and run it just fine. Any ideas?

BTW, I've NEVER been able to compile this map, he's always had to send me the bsp, which makes error detection very frustrating for him (obviously). I've compiled and played many other maps for other mods, but NS has thrown me for a loop. As the v# get's bigger (we're on v10 now), the number in the bad surface extents error goes up too (if I remember correctly). Frustrating problem.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <a href='http://members.telocity.com/pdebaan/errors.htm#badsurface' target='_blank'>http://members.telocity.com/pdebaan/errors....htm#badsurface</a>

    Bad Surface Extents
    This is typically caused by having extremely large scales on faces, (typically far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.

    your friend can compile it fine because he uses other compile settings or other compile tool versions , or a batch compiler...

    how to fix:
    you need to find that surface with this large streched dimensions. go for a hunt or use the big block method.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    edited February 2003
    I have found it doesn't allways need to be oversized. It happens sometimes when you FIT a very wide texture on a thin plane. This causes the "Streching" effect without a large scale. It should give you the coordinates so it shouldn't be hard to find.

    EDIT - - By streching I mean, the wide part is made very thin and the height stays the same... thus the texture is "streched" in the vertical direction. eg. dimension scale X - 0.09 Y - 1.2
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--Ollj+Feb 4 2003, 05:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 4 2003, 05:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> your friend can compile it fine because he uses other compile settings or other compile tool versions , or a batch compiler...

    how to fix:
    you need to find that surface with this large streched dimensions. go for a hunt or use the big block method. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Messed with the bix ox method alot, it's just frustrating with lights everywhere. I went through last night with him, and we used the same batch compiler version (1.1.4), with the exact same settings, and both with ZHLT 2.5.3, custom build 1.7.

    As for coordinated, I've only seen the 2496/0 for numbers. Since it's not a compile problem, it doesn't show in an error log.

    I love the feedback in these forums, so could you please explain a little better? I'm looking for a texture that's stretched (or shrunk) by a large number?

    I'll be looking, and if I find it, I'll post screenies for your help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited February 2003
    Are you using a non-default -subdivide value? (though I think that just crops up on compile, but it's worth checking anyway)
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    no, just the default 240
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