Errors of invalid proportions

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Fracture
797 Posts
Posted Mar 26, 2012
I opened up my first work in progress map today and it told me some solids were invalid and prompted me to remove them. I clicked okay and went looking to see what neeeded to be replaced. Nothing turned up. Is there a way to find out about this?
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Lpfreaky90
2,842 Posts
Posted Mar 26, 2012
Replied 6 minutes later
the invalid solids are usually 0px thick, which is impossible :smile:
If you clicked yes hammer will have removed this/these brush/brushes.
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Fracture
797 Posts
Posted Mar 26, 2012
Replied 3 hours later
0px? what is that, the size of the brush?
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ChickenMobile
2,460 Posts
Posted Mar 27, 2012
Replied 48 minutes later

Fracture wrote:
0px? what is that, the size of the brush?

A 0 length side is impossible. And yes.

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Fracture
797 Posts
Posted Mar 27, 2012
Replied 49 minutes later
i guess i may have made some inaccurate cuts/carves/clip that left shavings of brushes

so long as it doesn't eff with my map in the long run

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ChickenMobile
2,460 Posts
Posted Mar 27, 2012
Replied 5 hours later

Fracture wrote:
i guess i may have made some inaccurate cuts/carves/clip that left shavings of brushes

so long as it doesn't eff with my map in the long run

It would only remove the brushes affected. If you don't see any brushes missing, you're all good.

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Lpfreaky90
2,842 Posts
Posted Mar 27, 2012
Replied 2 hours later

Fracture wrote:
i guess i may have made some inaccurate cuts/carves/clip that left shavings of brushes

so long as it doesn't eff with my map in the long run

Carve cal also create micro-brushes: brushes that are smaller then 1x1x1 these can also lead to the invalid-proportion errors. That is one of the reasons you shouldn't use carve :wink:

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Fracture
797 Posts
Posted Mar 30, 2012
Replied 2 days later
yeah, I try not to. But I kinda didn't notice that i could drag the points around with the tool below clip, and i kinda made more cuts than i needed.

Now that actually brings in the next little issue. Microbrushes. I am scowering the map for this damn little things and trying to delete them, how can i select a single face of a whole brush and delete it? i did this by accident somehow and i don't even know how i did it.

Also, can i make magma?

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Spam Nugget
492 Posts
Posted Mar 30, 2012
Replied 5 hours later
Delete a single face of a brush? You cant do that.
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CamBen
973 Posts
Posted Mar 30, 2012
Replied 10 hours later

Fracture wrote:
yeah, I try not to. But I kinda didn't notice that i could drag the points around with the tool below clip, and i kinda made more cuts than i needed.

Now that actually brings in the next little issue. Microbrushes. I am scowering the map for this damn little things and trying to delete them, how can i select a single face of a whole brush and delete it? i did this by accident somehow and i don't even know how i did it.

Also, can i make magma?

I would assume. i was thinking about it after i got a tutorial in my ocean water thread, but it just seemed too difficult.

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Fracture
797 Posts
Posted Mar 30, 2012
Replied 2 hours later
fuck it, used grinders instead
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Lpfreaky90
2,842 Posts
Posted Mar 31, 2012
Replied 9 hours later
you can also browse the interwebs for textures made for other source games; I think I've found lava textures for other source games before. Make sure that your lava texture also emits a glow; that looks a lot better.
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CamBen
973 Posts
Posted Mar 31, 2012
Replied 6 hours later

lpfreaky90 wrote:
you can also browse the interwebs for textures made for other source games; I think I've found lava textures for other source games before. Make sure that your lava texture also emits a glow; that looks a lot better.

also, with lava, it would probably be good to have some tiles that disentegrate into te lava when you enter the room, or maybe bubbles (with propulsion gel), or lava seeping into the floor.

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Fracture
797 Posts
Posted Mar 31, 2012
Replied 4 hours later
i used grinders instead. I will use lava next time. However, speaking of outside files, i heard someone mention you can compile the extra files directly into the .bsp how do i do that?
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Lpfreaky90
2,842 Posts
Posted Mar 31, 2012
Replied 3 hours later

Fracture wrote:
i used grinders instead. I will use lava next time. However, speaking of outside files, i heard someone mention you can compile the extra files directly into the .bsp how do i do that?

pakrat :3

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Fracture
797 Posts
Posted Apr 04, 2012
Replied 3 days later
Okay, I downloaded pakrat, scanned the bsp file and it told me there was nothing extra. I wasn't sure if that was right. All i had was this one thing. I had to edit one of the ball droppers as it kept syncing with the box dropper and mixing up the items. I made a second box dropper and replaced the box inside with a ball.

so yeah... tell me if this little file works right for you

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Lpfreaky90
2,842 Posts
Posted Apr 04, 2012
Replied 7 hours later
It works!
two things:
1) you attached a .bsp; zipping a bsp will usually reduce the file size by about 60% so it's absolutely worth zipping it :wink:
2) The stretched textures didn't look good (although they gave me some sort of toy-story like feeling.
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Fracture
797 Posts
Posted Apr 04, 2012
Replied 5 hours later
yeah i kinda slapped that together just to make sure i didnt have to pakrat the actual map im working on

although, now that i think of it, i should take a look at those textures for any blurring

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Lpfreaky90
2,842 Posts
Posted Apr 04, 2012
Replied 3 minutes later
The default texture size in the portal 2 sdk is 0.25; this is often the best: it doesn't make the texture too stretched to be pixelated; and not too compressed so detail is lost. So I suggest keeping the texture size on 0.25 as much as you can.
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Fracture
797 Posts
Posted Apr 04, 2012
Replied 5 hours later
i worked around as best i could, but now i am getting this error called unbound volume. apparently that is supposed to mean i have a brush off the grid that i need to remove or something. weird thing is i cannot find any brush that managed to get anywhere near the edge of the grid