Bad surface extents on texture ...

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Bad surface extents on texture ...

Postby Syff on Thu Oct 22, 2009 4:20 pm

Greetings,

I am currently having this odd problem wich i don't really know a solution for.
I've made this desert-ish map with a small village in etc etc.
So when i compile the map and test it out on HL2 it just runs perfect.
But when i run it on Garry's Mod it instantly crashes when i launch the map.

It just gives me an Engine error

Bad surface extents on texture nature/blensandsand008a.

I know that that's the big part of the desert , because when i delete it the game runs.
But I don't really get it , because the desert isn't that big at all.

Also checked the problem log , and couldnt find anything.


Anyone know what this is and how to fix it?


Thanks
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Re: Bad surface extents on texture ...

Postby Echo51 on Thu Oct 22, 2009 4:46 pm

how big is it in units? also, dont use a blend texture on non-blendsurfaces..
Source is my way of life, if i didn't have it, i'd be tearing down walls and altering my house all the time.
"NEEDS MORE SPACE"
*creates 32kx32k brush for floor*
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Re: Bad surface extents on texture ...

Postby Syff on Thu Oct 22, 2009 9:05 pm

10297 x 16079 that's the size
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Re: Bad surface extents on texture ...

Postby MayheM on Thu Oct 22, 2009 9:09 pm

Dude that is a REALLY BIG BRUSH!!!!
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Re: Bad surface extents on texture ...

Postby Syff on Fri Oct 23, 2009 1:34 am

I tried slicing it up in seperate blocks but still.
And the reason why it is so big , is because it is for a RP map.
Wich need to be in a desert.

For Example Rp_Wuste http://www.garrysmod.org/downloads/?a=view&id=28678
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Re: Bad surface extents on texture ...

Postby Syff on Fri Oct 23, 2009 5:49 pm

nobody?
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Re: Bad surface extents on texture ...

Postby Major Banter on Fri Oct 23, 2009 5:53 pm

Slice it up. Displacements are bloody cheap in Source. If it works after being sliced and diced into, say, quarters, what's the problem? If that doesn't work, hack it up more. You won't suffer much frame-rate loss at all.
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Re: Bad surface extents on texture ...

Postby MayheM on Fri Oct 23, 2009 6:52 pm

Just out of curiosity did you make the brush and then stretch it to be that big? The reason I ask is because the side of the brush may have a stretched and distorted texture on it. I don't know if this could cause the error but it is worth looking at. But I agree with Major Banter, break the brush into 1024 x 1024 parts and make them displacements. then put a nodraw brush under it to close the map from leaks...
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Re: Bad surface extents on texture ...

Postby Qwiggalo on Fri Oct 23, 2009 8:10 pm

I don't understand what the issue is.
Hugeflateverything, bitches.
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Re: Bad surface extents on texture ...

Postby MayheM on Fri Oct 23, 2009 9:02 pm

Well is there a way you can eliminate some of the vastness and make it part of a 3D skybox? I don't mess with G Mod so I don't know what an RP map is... If you want I can take a look at it and see if I can see any issues...
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Re: Bad surface extents on texture ...

Postby Syff on Sat Oct 24, 2009 4:19 pm

Thanks for the help.
I've sliced the ground even more and it works now!

But now i have a different problem (not as fatal).
It are the edges of those burshes.

Here is an example
Image

This has probably something to do with the lighting?


PS:I am still a rather newbie to mapping
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Re: Bad surface extents on texture ...

Postby Zipfinator on Sat Oct 24, 2009 4:32 pm

You should cut it up into aligning squares. Right now you cut them in strange spots and you see the T where your displacements meet which is bad. You want it to be a + where the displacements meet. After you do this, select all your displacements and sew. That should fix the problem and if it doesn't then try putting a smoothing group on it.
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