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Strange rogue texture out of nowhere...?

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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.

It'll be easier to figure out if you upload your vmf.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

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...

Maybe some "invalid solid structure"...

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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.

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.

do NOT click this

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.

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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.

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.

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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?

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