Need tons of help!!

Like such as the NIPPER
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bl4nk
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Post by bl4nk » Fri Jun 20, 2003 8:48 pm

I still get that same fucking error. It is so annoying!!
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bl4nk
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Post by bl4nk » Fri Jun 20, 2003 8:54 pm

Volmarias wrote:Do you have it set to run the map immediately after compile?
Yes I do.
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Post by bl4nk » Fri Jun 20, 2003 10:10 pm

Ok, I fixed that stupid problem. Now, I have no clue why, when I compile, it runs in a really small screen resolution.. that 640x??? one. How do I make it run in 800x600 like it is suppose to? (this is only when i compile, and it auto runs)
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Post by -Avalanche- » Fri Jun 20, 2003 10:33 pm

bl4nk wrote:Ok, I fixed that stupid problem. Now, I have no clue why, when I compile, it runs in a really small screen resolution.. that 640x??? one. How do I make it run in 800x600 like it is suppose to? (this is only when i compile, and it auto runs)
Don't auto run.
<b>crap</b>
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Post by bl4nk » Sat Jun 21, 2003 12:35 am

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?
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Post by Volmarias » Sat Jun 21, 2003 1:12 am

Your "stick" wasn't entirely made of the origin texture.
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Post by Nitrocloud » Sat Jun 21, 2003 1:50 am

Uh... merged them together somehow? maybe...
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Post by Volmarias » Sat Jun 21, 2003 2:09 am

Error: Entity 3, Brush 0: mixed face contents
Texture C1A1_DR2 and ORIGIN
Error: mixed face contents
The error is self explanitory.
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Post by bl4nk » Sat Jun 21, 2003 2:23 am

Vol does it again.
(I would like to remind you that I just started taking up mapping again, so it isn't self explanitory to me any more. :P)
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I'm a n00b too

Post by Nitrocloud » Sat Jun 21, 2003 2:43 am

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).
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Post by Volmarias » Sat Jun 21, 2003 3:06 am

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.
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