#Black Mesa Displacement Issue

1 messages · Page 1 of 1 (latest)

paper sail
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Having an issue isolating a problematic displacement, I am compiling a Black Mesa level from the Interloper chapter with the official vmf/mapsrc and from experience with other maps in this toolset none have had issues like this and compiled "fine".

The map refuses to compile from a
Bad surface extents - surface is too big to have a lightmap error, however when visiting the effected displacement near the given coordinates nothing is shown. In visgroups I turned off everything but displacements and selected all of them to see this set of regularly invisible "black wireframe" displacements, however I cannot select them to delete them.

I'll attach the bit of the compile log that errors out, the texture affiliated is merely a placeholder that I used to attempt to visualize the displacement.

What should I do?

balmy field
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which displacement is it ? find the one in the error and try setting the lightmap scal higher than what its already set too or cut the displacement up untill the error is gone, whats the vmf name ?

paper sail
balmy field
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most of black mesa maps are made of func_instances try to find which func_instance that belongs to and see if you can repair it you can use the entity report tool to select the func_instances one by one

paper sail
balmy field
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so this is a decompile ?

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check this folder you should have the original vmf's that should compile with out the error

paper sail
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Simply using the original vmf still produces the error.

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Nevermind found the issue