Strange rogue texture out of nowhere...?

Avatar
vertigoelectric
28 Posts
Posted May 29, 2011

I've been working on a map with a moderately large room. Earlier today a wall texture began appearing in my map during play. It's about 32 "units" off of the floor, has no collisions, and takes up a good portion of the room on a horizontal plane.

I have NO idea where it came from, and I can find NO evidence of it anywhere in the map while in Hammer. It only appears when I actually play the map. Is there some kind of tool I can use to help me find out where it's coming from? It's really irritating.

Here's a screenshot:

http://snaps.vertigofx.com/001/snap0272.png

Thanks in advance.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Hober
1,180 Posts
Posted May 29, 2011
Replied 5 minutes later
It'll be easier to figure out if you upload your vmf.
Avatar
vertigoelectric
28 Posts
Posted May 29, 2011
Replied 2 minutes later
Well, I wasn't really expecting to have someone else actually try to find it for me. I was just hoping to get tips on how I can find it myself.

If there's no other way, then I'll upload the VMF, but I'll have to do it later...

Avatar
CaretCaret
290 Posts
Posted May 29, 2011
Replied 47 minutes later
Maybe some "invalid solid structure"...
Avatar
vertigoelectric
28 Posts
Posted May 29, 2011
Replied 4 hours later

CaretCaret wrote:
Maybe some "invalid solid structure"...

I had an invalid solid structure, and it wouldn't compile the map until I fixed it... which I did... but the texture remains.

Avatar
rellikpd
1,053 Posts
Posted May 29, 2011
Replied 10 hours later
I've seen similar "errors" during a video graphics error.. (eg: Graphics drivers breaking/etc). Have someone else play the compiled map, see if they see it too? might just be on your side.
Avatar
msleeper
4,136 Posts
Admin
Posted May 29, 2011
Replied 1 hour later
It looks like you have two overlapping brushes, or a weird 3D skybox artifact. Do you have a 3D sky box by chance?

Try going to Edit -> Check Map for Problems. You can also try copy/pasting your entire map into a new VMF.

But yeah, if none of this helps then post your VMF so we can see exactly what's going on.

Avatar
vertigoelectric
28 Posts
Posted May 30, 2011
Replied 16 hours later
I can't find any errors or anything that could be causing this.

Here's the VMF so you can help me figure it out: http://www.vertigofx.com/public/games/p ... achine.vmf

There ARE a number of I/O errors, which you might see if you check for errors. Those aren't related, though.

Avatar
msleeper
4,136 Posts
Admin
Posted May 30, 2011
Replied 43 minutes later
Behind the glass on the "floor", you have what looks like 12 or so brushes. Is there a reason that you split these up into separate brushes? They seem to be the problem. I made a single brush and tied it to a func_detail and the problem went away from me. It looks like one of them might be invalid in some way, because when I playtested it looked like the face of part of it extended past where the brush actually was.

Also, those brushes are way off the grid. That might be affecting it too.

Actually, you have a lot of brushes off the grid. Stop doing that.

Also, you have zero func_details. That is why your map takes forever to compile.

Avatar
vertigoelectric
28 Posts
Posted May 30, 2011
Replied 12 minutes later

msleeper wrote:
Behind the glass on the "floor", you have what looks like 12 or so brushes. Is there a reason that you split these up into separate brushes? They seem to be the problem. I made a single brush and tied it to a func_detail and the problem went away from me. It looks like one of them might be invalid in some way, because when I playtested it looked like the face of part of it extended past where the brush actually was.

Also, those brushes are way off the grid. That might be affecting it too.

Actually, you have a lot of brushes off the grid. Stop doing that.

Also, you have zero func_details. That is why your map takes forever to compile.

Well, there were probably so many pieces behind the glass because whenever I carve into a solid it splits it into several pieces. I took out some pieces and made it a single solid.

I don't know what you mean by "way off the grid".

I also don't know what func_details is for or why I need it.

EDIT:
Okay, the floating texture is gone. I also made some of the solids into func_detail but it didn't seem to effect the compiling process. How would I use it on my map properly?

Avatar
NocturnalGhost
200 Posts
Posted May 30, 2011
Replied 1 hour later

Take a good look at this site:

http://optimization.interlopers.net/ind ... pter=intro

Read the part on func_detail, but also have a look at the rest of it, including the "notices" page, where it gives some good advice, like "Do not carve". The more of that site you can digest, the better your maps will be.

Advertisement
Registered users don’t see ads! Register now!
Avatar
msleeper
4,136 Posts
Admin
Posted May 30, 2011
Replied 22 minutes later

vertigoelectric wrote:
whenever I carve

Well there's your problem. Read that whole article that NocturnalGhost posted. It's pretty much required reading if you are serious about using Hammer.