PDA

View Full Version : A 'hidden' error.


benjy355
06-06-2007, 09:35 PM
Host_EndGame: Map coordinate extents are too large!!
Check for errors!That pops up in console when trying to launch my map. My map coordinates are too huge? What? My map is itty bitty, nothing is outside the skybox... Am I missing something? :eek:
The happy go-lucky screenshot (http://i12.photobucket.com/albums/a234/benjy355/lolhammer.jpg)

WARNING: node with unbounded volumeThat's the only error/warning that could mean something in the compile errors. (It comes up about... 40 times in a straight line) :confused:

Thanks

Shiny
06-06-2007, 11:09 PM
Turn your grid on. Something you created is hanging off the grid coordinates.

Move everything back onto the grid.

haymaker
06-06-2007, 11:15 PM
I've had this before.

You have an invalid brush that extends past the limits of the grid, I know it sounds messed up, but hammer can get confused if you pile on a string of commands in a row. Start by alt+p checking. You may get lucky that way. Try cordon compiling around your skybox, in sections to see if it runs through your brushwork. Also look for outrageous coordinates in the compile log, I had a set that was in the high 500k' range :o

To make matters worse it may have less than the required # of sides, for instance a 2-sided brush is not possible, but it can be created by hammer freaking out.

benjy355
06-07-2007, 08:24 AM
Lol, I had a couple of ai_relationship and npc's stacked up; I fixed that, and they seemed to fix the problem... Although, my base walkable texture (the biggest one outside) apparently isn't solid to everything but npcs and players. (Ragdolls 'n grenades fall through :eek:)

Geowil
06-07-2007, 02:34 PM
Although, my base walkable texture (the biggest one outside) apparently isn't solid to everything but npcs and players. (Ragdolls 'n grenades fall through :eek:)

is it a displacement? if so, it will be non-solid to all items nades rag dolls, physics props ect. until you -novirtualmesh it in the expert compile settings.

Id tell you exactly how to do it, but im at work right now xD so i dont have access to hammer, but i think it goes in the last box.

if not, try remaking that brush.

benjy355
06-07-2007, 03:42 PM
It is a displacement, I still need to fix the fact that it has nodraw textures on the other sides... And fix it's crap texture :)
Thanks

Geowil
06-08-2007, 09:10 AM
I still need to fix the fact that it has nodraw textures on the other sides


unless you have a regular brush under it, do not take the nodraw off the bottom xD (unless you want a hell of a leak X_x) as it is what is sealing the map.

otherwise, you should be good to go.

benjy355
06-08-2007, 10:39 AM
Lolsauce, I have a skybox covering the map, and my texture block is fine now. Butt, ehh, stuff's still going through mah floor. Grenades hit it, and ragdolls do, with the exception of NPC-death related rag dolls

Marine
06-08-2007, 11:36 AM
Lolsauce, I have a skybox covering the map, and my texture block is fine now. Butt, ehh, stuff's still going through mah floor. Grenades hit it, and ragdolls do, with the exception of NPC-death related rag dolls

As he said, in the vbsp expert compile settings, add on the end (if there isnt a space, put one before this)
-novirtualmesh

Then recompile your map...