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When I checking my map for problems I find these:
Solid-entity (func_illusionary) is empty
Solid-entity (func_illusionary) is empty
Solid-entity (func_illusionary) is empty
Solid-entity (func_ladder) is empty'
Description:
This solid-entity contains no solids. Fixing the error deletes the entity.
When I click "Fix" nothing happens. It's still there. And when I click "Go to error" the three windows change the wiew spot to the exact middel of the grids but don't show any selected blocks. But when the location is like 1999999x199999x19999999 numbers so my guess is that I should get a compile error. I haven't compiled it done cause that took a lot more then 8 hours and I only got like 20 % on leaf thread. My map is not that big and detailed so can the high compile time be because of that?
plz help
(Click for image)
And I got an other question.
When I use the gordon bounds it takes much faster to compile. Can u do that even when ur compiling for the final map.
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2008 Nov 18 at 17:48 UTC
— Ed. 2008 Nov 18 at 19:07 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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I seem to remember reading about a bug in hammer where the brush tied to an entity could be deleted without the entity itself going. This is perhaps what has happened here. It might be worth copying the brushed you want to keep then copying them to a new map.
Also, when you say "gordon bounds" I think of a certain Dr. Freeman leaping through the air but I don't think that's what you mean.
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2008 Nov 18 at 19:42 UTC
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cordon bounds ahha
do u mean I should copy every one manuelle one by one?
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2008 Nov 18 at 19:44 UTC
— Ed. 2008 Nov 18 at 19:46 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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I think you can copy multiple brushes at once.
I'm sorry, I don't know what cordon bounds do. I guessed that was what you meant but I haven't ever used them.
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2008 Nov 18 at 19:47 UTC
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Otherwise try find the offending brush-entities, "Map" ---> "Entity report", under "Filter" choose Brush-entities, then select an entity in the list and press the "Go to"-button, if nothing gets selected in the 2D/3D-views then that entity can probably be deleted as it is "empty."
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2008 Nov 18 at 20:37 UTC
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yeah it worked thanks. found all bad entities
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2008 Nov 18 at 20:48 UTC
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Before I found my "bug" entities/brushes the compile thing came to leaf thread 10-20 % before it "stopped". It hadn't actually sstopped but I waited for like 8 hours and it was still on 20%. Now when I deleted all the "bug" entities/brushes it loads fine until it came to 60% and it "stopped" again.
I checked for porblems but there was no, and I have NULL texture on all "not visable for players"-sides and turned complicated cylinders into func_walls so what should I do?
....and again, my map is not big and have no detailed prefabs or somthing
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2008 Nov 20 at 16:18 UTC
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Don't make me double post ;P
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2008 Nov 21 at 14:24 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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Yeah, triple-post is better.
May contain traces of invisible text.
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2008 Nov 21 at 14:35 UTC
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Could you post some screenshots of your map in Hammer?
EDIT: looking at the picture in your first post, make sure all cylinders are turned into func_wall.
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2008 Nov 21 at 14:47 UTC
— Ed. 2008 Nov 21 at 14:48 UTC
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ok, screen shot's here
(Click for image)
but should the cyliders (with red circles around them) be func_walls too even if they aren't complicated. They're like 8 side cylinders
EDIT: I had forgot some cylinders so its works to compile! THANK U KD
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2008 Nov 21 at 15:04 UTC
— Ed. 2008 Nov 21 at 15:31 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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That's not a bad looking map :)
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2008 Nov 21 at 22:48 UTC
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Down Rodeo said: That's not a bad looking map :)
seriously ? or are u just making fun of me...
its a hns map so it can look a bit strange
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2008 Nov 22 at 09:49 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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It seriously looks pretty cool.
May contain traces of invisible text.
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2008 Nov 22 at 10:34 UTC
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thank u :D:D
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2008 Nov 22 at 14:08 UTC
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