Repetative Electronic Music (tm)
#1083 posted by DaZ on 2003/05/07 04:07:25
Just done a new mix (dark NRG) and uploaded it to my site, cool tunes, mixing dodgy at times...
http://www.dazv3.co.uk/thisisnrg.html
Pushplay
#1084 posted by Tyrann on 2003/05/07 07:13:51
That means qbsp is leaving a face in the bsp that is larger that 256 pixels in one dimension. If you're using treeqbsp, try playing with the "-subdivide" option and see if that helps.
Tyrann
Im using dubsp -subdivide 256 and yet I get a bad surface extents runtime error in WINQUAKE (but only in winquake) when I load the map.
Would you have any ideas as to why, and how to avoid it?
Ive had a bit of a look around on the web, but it seems that that error is a bit vague and can have a few different causes, and nobody has a definitive list of all of them...
Crikey
this board is a bit fragile, not only does it not like apostophes, it wouldnt let me make a backslash smiley either!
Errr..
#1087 posted by bascule on 2003/05/07 10:36:39
I think you'll find it does :-\
Nt
#1088 posted by bascule on 2003/05/07 10:38:42
/me feels debased by my own smugness - I might have well as said please flame me ;)
Pushplay
post your problem in the "mapping help" thread as well, to make sure everyone sees it.
Mr Fribbles
#1090 posted by aguirRe on 2003/05/07 13:14:13
The engine error message "Bad surface extents" is commonly caused by having a non-solid (i.e. liquid/sky) texture in the map that is also missing from the wad (i.e. you get the compiler warning "Missing texture ...").
This is probably due to the fact that such a missing texture (that might be on a very large undivided brush face) will create problems for the engine when it silently replaces the missing texture with some other pattern (e.g. the character map) and this pattern is considered a solid texture.
The solid textured faces may not have any size (something about surface caches in the engine). This issue might be related to the one mentioned above.
Also in TreeQBSP/DuBSP, you can enable the option "-splitspecial" that will treat liquid/sky as normal solid brushes, i.e. subdivide them into smaller pieces.
As Aguire Said:
#1091 posted by metlslime on 2003/05/07 15:11:07
make sure your liquids and skies are in the wad.
Kell
#1092 posted by R.P.G. on 2003/05/07 15:17:56
R.P.G.
#1093 posted by Kell on 2003/05/07 15:47:47
thx, already played it :)
nice use of the textures/insanely high density of monsters
Omgomgomg
#1094 posted by pushplay on 2003/05/07 17:37:33
I changed from subdiv 270 to 256 and now it suddenly works. Tyrann, did you ever know that you're my hero? I'll put up some screenshots of what I have so far in an hour or so.
That dm1m2 map is pretty ok. There are some tough battles in there. I had to finish with an axe.
Yeah
#1095 posted by R.P.G. on 2003/05/07 18:33:31
The map is not exceptional, and is pretty hit and miss. However, Kell had asked me for a list of good id metal/run themed maps, so I rattled off some random maps. I wasn't sure if I included that one, but it turns out that I did.
Aye
#1096 posted by Kell on 2003/05/07 18:56:43
R.P.G. is teh man with teh metal
Pushplay
#1097 posted by Tyrann on 2003/05/07 19:28:04
I think 256 is the absolute maximum, so it's probably safer to set it just below that. TreeQBSP defaults to 240.
Frib
#1098 posted by Tyrann on 2003/05/07 19:29:51
Probably the missing sky/water/whatever texture is your problem, but if not, try setting subdivide a bit lower also.
I Got The Impression...
#1099 posted by metlslime on 2003/05/07 20:14:32
that it had to be LESS than 256. So 255.9999... would be the max, but 240 is the default becuase it's 16 aligned. I can't remember the source of this impression, though.
Second That
#1100 posted by Vodka on 2003/05/07 22:27:45
I had thought that subdiv 240 is rather dumb and results in uneffective splits and increased r_speeds, but compiling with subdivide 256 eventually started to crash quake with that
"badfaced error" (it was only in GL quake afair)
Extents
#1101 posted by Tyrann on 2003/05/07 23:11:35
Not sure how well this code will post, but from model.c:
if (!(tex->flags & TEX_SPECIAL) && s->extents[i] > 256)
Sys_Error("Bad surface extents");
So, you can make them equal to 256, but due to precision limitations it's easy to spill just over that limit if you're aiming too close.
Here's The Weird Part
#1102 posted by pushplay on 2003/05/08 03:44:39
I based my bat file off of someone else's, which was where my -subdiv 270 came from. Probably someone from here. At the time I didn't know what most of the compile options did and I'm still not entirely sure about some of them. I wonder if 270 was working for him?
Best Blonde Joke Evar.
#1103 posted by wrath on 2003/05/08 06:42:26
Yeah Wrath
#1104 posted by R.P.G. on 2003/05/08 08:18:43
It's great cause you can fool all sorts of people, but it's really just a different take on the same old thing.
Hehe
#1105 posted by H-Hour on 2003/05/08 09:31:07
Nice. It goes pretty deep, but I finally found it cycling back on itself.
Oh
#1106 posted by R.P.G. on 2003/05/08 10:08:02
And it's a lot more amusing to show it to someone else.
"That's about the fifth time I--Oh. I see."
haha
Subdivide
well if 240 sucks and 256 crashes, what am I supposed to use? :D
I`ll try taking it lower than 256, but if the r_speeds blow out I might just change it back, since I was only getting the BAD SURFACE EXTENTS error in WinQuake, I might just ignore it... nobody uses WinQuake, right? (surely not!) It`s a deathmatch map though, so I`ll have to check if it crashes software qwcl.exe
p.s thanks for the tips but all my textures appear to be present in the wads, so that isn`t the problem (nor is it a brush with 2 or more animated textures on it).
Thanks for the help guys.
|