Need tons of help!!
- bl4nk
- Posts: 15254
- Joined: Mon Jun 02, 2003 9:03 pm
- bl4nk
- Posts: 15254
- Joined: Mon Jun 02, 2003 9:03 pm
- bl4nk
- Posts: 15254
- Joined: Mon Jun 02, 2003 9:03 pm
- -Avalanche-
- Posts: 65
- Joined: Tue Jul 30, 2002 2:44 pm
- Location: in my cardboard box.
- Contact:
- bl4nk
- Posts: 15254
- Joined: Mon Jun 02, 2003 9:03 pm
I figured that much out by myself. Thx anyways.
The errors just don't stop coming.
I tried to make a rotating door, and I must have screwed up somewhere.
It gives me this error when I try to compile:
Error: Entity 3, Brush 0: mixed face contents
Texture C1A1_DR2 and ORIGIN
Error: mixed face contents
What I did was, I made the door, and made a stick the same height as the door. I made the stick 8x8x96 and applied the texture "ORIGIN" from the halflife.wad to the stick. I then attached the door, and the stick, and placed them where they needed to be. The stick was in the wall, which might be the problem, but I highly doubt it. What to do now?
The errors just don't stop coming.
I tried to make a rotating door, and I must have screwed up somewhere.
It gives me this error when I try to compile:
Error: Entity 3, Brush 0: mixed face contents
Texture C1A1_DR2 and ORIGIN
Error: mixed face contents
What I did was, I made the door, and made a stick the same height as the door. I made the stick 8x8x96 and applied the texture "ORIGIN" from the halflife.wad to the stick. I then attached the door, and the stick, and placed them where they needed to be. The stick was in the wall, which might be the problem, but I highly doubt it. What to do now?
- Volmarias
- Posts: 7905
- Joined: Mon Dec 30, 2002 2:02 am
- Contact:
-
- Posts: 131
- Joined: Sun Apr 13, 2003 2:42 pm
- Contact:
- Volmarias
- Posts: 7905
- Joined: Mon Dec 30, 2002 2:02 am
- Contact:
- bl4nk
- Posts: 15254
- Joined: Mon Jun 02, 2003 9:03 pm
-
- Posts: 131
- Joined: Sun Apr 13, 2003 2:42 pm
- Contact:
I'm a n00b too
I could figure out how to make vehicles by myself... then I made a gun, but not controllable... now I need to start a REAL map... other than my little grenade launcher... To the point... the errors do a good job explaining themselves clearly, unless you have a entity leak (part is outside).
- Volmarias
- Posts: 7905
- Joined: Mon Dec 30, 2002 2:02 am
- Contact:
In which case you should in NO CIRCUMSTANCES EVER build a giant hollowed out block around your level to stop leaks.
Alright, basically, when you have a rotating door, it has two parts.
- The door
- The origin brush
The origin brush's only purpose is to tell the engine where to rotate. All you do is create a brush, textured with "origin" on all of its faces, and place it so that the axis you want it to rotate on is lined up correctly. Odds are, you'll create a long "stick" and center it on the edge of the door.
If you mix the "origin" texture with any other texture, the compiler gets confused. It doesn't know whether you want to use that as the origin to something, or whether it was part of the door and you goofed, or what! So, it throws an error, and tells you to take a look.
Most of the textures that won't actually be seen in the level, such as "clip", "sky", "origin", "aaatrigger", etc. should have the same texture on all of their faces.
Alright, basically, when you have a rotating door, it has two parts.
- The door
- The origin brush
The origin brush's only purpose is to tell the engine where to rotate. All you do is create a brush, textured with "origin" on all of its faces, and place it so that the axis you want it to rotate on is lined up correctly. Odds are, you'll create a long "stick" and center it on the edge of the door.
If you mix the "origin" texture with any other texture, the compiler gets confused. It doesn't know whether you want to use that as the origin to something, or whether it was part of the door and you goofed, or what! So, it throws an error, and tells you to take a look.
Most of the textures that won't actually be seen in the level, such as "clip", "sky", "origin", "aaatrigger", etc. should have the same texture on all of their faces.