Map Problem

leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
<div class="IPBDescription">No idea...</div> I get this during the first stage of RAD:

BuildFacelights:
7343 / 9058Malformed face (7343) normal @ 47/45/67 secs)
(-512.00, 256.00, -3552.00)
(-512.00, 256.00, -3584.00)
(1536.00, 256.00, -3584.00)
(1536.00, 256.00, -3552.00)

Assuming that those coordinates are X, Y, Z, there is NOTHING there! And no problems in the ALT-P check for problems... I have no idea what to do. Please help! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

Comments

  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    sometimes a bad carve or vertex manipulating will take a brush that looks normal in editor and when you compile it basically explodes (slivers of brushes extending through the map, or just fragments of it scattered around, etc). If you don't see it in editor, but there's a bad face on the brush that's being reported at those coords its probably due to this. There's no easy way to track down the offending brush aside from mass deletion and replacement with a gigantic block
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Oh yeah, to stop this is the future, use carve as sparingly as possible on the simplest brushes possible.
    Try to use the translation feature because that's foolproof.
    Be very careful when using vertex manipulation even though its the most powerful tool you have.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    Well, I <i>did</i> do a mass vertex manipulation before hand, so I guess I'll try deleting all those brushes and restarting. Thanks
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited May 2003
    check link in sig, it should help, if not pm tommy14 on the countermap forums

    amckern
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    carving is a good thing. but you have to be very careful. I have no problems with invalid faces caused by carving. why? I ALLWAYS copy the carved object and delete the old one. wc/vhe will automatically correct all errors related with the object and fit it to the grid as well.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i have become adicted to carve, but i should try that

    though if the brush is simple, i won't use the carve - i just do it the old way

    amckern
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    a very cool technique is the vertex manipulation when used right. btw I just played halflife (hard mode, nihilanth is a joke when you know where to stand) and I got quite impressed. even in the "old" halflife they used the vertex manipulation in a effective way. I thought this had been reestablished with the geomapping in dod...
    copy your brushed may also correct mistakes in the vertex manipulation, that often happen mappers that dont know how to use it right. its the most powerful tool in wc/vhe. besides placing textures over an combined face <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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