Snarkpit General Forums Discuss content, show off your latest work or just have a chat! Search for the brush with the number specified. Forum NameTopicsPostsLast post General BanterChat about anything and everything 4473 108823 in It's back :D... Hi all, I'm working on a TF2 map and all as been going well until recently. http://deepfrom.com/engine-error/engine-error-map-with-no-textures.html
There is a great tutorial on HINT brushes on CounterMap here and another article by David Nixon here (formerly hosted on the VERC Collective). warning - face vectors parallel to face normal. This should be a rare error due to the planes limit being raised in the p series of tools (because the opt_plns tool can strip out redundant planes). Thread Tools Display Modes 09-01-2008, 04:50 PM #1 Mr.
BSP (vbsp.exe) **** leaked **** The most common compile error. Jamie "Mr. If compiling with Hammer, check the log for errors; it often will point you in the right direction.
Looking at my compile log more delicately I noticed two benign errors, degenerate face and invalid displacement neighbor connection, which have never before caused any real problems for any map I've A couple days ago TF2 started insta-crashing when trying to load the map, and opened a window saying Engine Error: Map with no textures. A lot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there If you are careful it is possible to mix water textures (provided you don't accidently use a slime texture on the brush).
Trouble with Counter-Strike:Source Maps The hostages won't move Hostages require a navigation mesh in order to work. (The meshes previously used info_nodes, but that is now obsolete.) When the map is At least it's similar. if not come back and see if anyone else can help you further. #2 Firkat54, Sep 26, 2005 shadowkiller Guest Nope, didnt work. #3 shadowkiller, Sep 27, 2005 (You If you don't see something you posted showing up message the moderators and we'll look into it. "I walk into a bar and say, "Hey baby, I make levels on hammer"
It can occur if lots of displacements are tied to an enitity. VIS (vvis.exe) loadportals couldn't read filename.prt Vvis can't find the portal file created by vbsp. The compile window says there is a memleak Don't worry; this is not an error. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.
If it has spaces in it, TF2 won't be able to find the map. hop over to this website Leaf portal saw into leaf This occurs when you have a leaf which isn't entirely convex, so that at one position within the leaf you can look out of the leaf Move away from the edges of the grid, then compile. It is currently Mon Oct 10, 2016 12:14 am Search the forums Advanced Search Interlopers.net - Half-Life 2 News & Tutorials Site Navigation Home Tutorials Downloads Articles Forums Contact Portfolios Forum
If more architecture is added to the map, one can see that it will start taking exponentially longer to compile, until the RAM is upgraded. Get More Info This can also happen in widescreen mode. The inside of your map isn't properly sealed to the outside ("void"). XXX -- Replace with a brush number or otherwise unique identifier.
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. The brushes are expanded slightly for some of the calculations during a compile, so brushes near the edge within 64 units will cause the error too. STORE COMMUNITY ABOUT SUPPORT Steam Users' Forums > Steam Tool Discussions > Source Level Design Engine Error: Map with no textures. http://deepfrom.com/engine-error/engine-error-a-source-engine-is-required-to-run-mods.html Only direct lighting can be done, which is equivalent to running -bounce 0 when there is vis data normally.
Recreate the entity by clicking Move To world, then Tie to entity in the Tools menu, or use the buttons on the New Objects toolbar. Delete the brush and recreate it in a bigger scale. Login Store Featured Explore Curators Wishlist News Stats Community Home Discussions Workshop Greenlight Market Broadcasts Support Change language View desktop website © Valve Corporation.
Stay logged in Search titles only Posted by Member: Separate names with a comma. Alerts Alert Preferences Show All... If it is taking longer, then the map probably needs work to add vis blockers. If you use custom textures make sure they have a $surfaceprop value.
Select spawns, Ctrl+M, Move, Z: 2-6 Retrieved from "https://developer.valvesoftware.com/w/index.php?title=Troubleshooting_Level_Design&oldid=175434" Categories: Articles to be mergedLevel Design Navigation menu Personal tools Create accountLog in Namespaces Page Discussion Variants Views View View source History Error displacement found on a(n) (entityname) entity - not supported There is a brush entity in your map that has a displacement. Second, The architecture which connects 'areas' together might be a bit confusing for vis to figure out. this page If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting
A Worldcraft 3.3 map was imported into Worldcraft 2.1 or 2.2, same problem as above. I noticed this only happened when doing an HDR full final compile (also with -textureshadows, -staticproppolies, and -staticproplighting). The fix is relatively simple. Back to top Back to the Index === LEAK in hull 0 === The leak messages starting with ZHLT 2.4 were updated to replace the old 'LEAK LEAK LEAK' messages.
in /home/snark3/public_html/template.php on line 272 © Snarkpit.net 2001 - 2016, about us, donate, contactSnarkpit v6.1.0 created this page in 0.0144 seconds. However, at least clipnodes can be reduced with a bit of work. SteamStartup() failed SteamStartup(0xf,0x12eac4) failed with error 1: The registry is in use by another process, timeout expired Try recompiling or restarting Steam. If any of the coordinates are -9000 or 9000, then the brush is damaged, and most likely needs replacing completely.
The coordinates listed in the error are very important in diagnosing the error. Certain textures appear black or unusual when moving around the map (often flashing from any distance when firing) This is normally caused by using a model texture (vertex lit generic) on The second most common case is actually having a brush near or outside the edge of the allowable region for the world. Furthermore, the amount of memory the vismatrix uses is not all the memory HLRAD needs to run.
See Controlling Geometry Visibility and Compile Times. Displacements may not be brush entities. Report this post REASON Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. © Valve Corporation. This can also be caused if the color keyvalue is 0 0 0 for the entity it is used in.
Follow it in 3D view, seal the leak and recompile. This image is an example top-down view of a complex room. Co-founder of DCC : http://dccstudios.co.uk/ dragonking Member Joined: Thu Dec 23, 2010 12:23 am Top Display posts from previous: All posts1 day7 days2 weeks1 month3 months6 months1 year Sort by i changed the lightscale on all my large displacement surfaces and finally got it working i can even add an entire new world now.