Oh, I'm seeing changes.  I can move things around and it'll compile and I'll
see those changes.  I did have the error on every skybox prop, but then I
disabled physics for them and every error except for the trees went away.

Draco18s

On Fri, Sep 25, 2009 at 12:24 PM, Bluestrike <[email protected]>wrote:

> As mentioned already, its not a skybox only issue, it can be anywhere in
> your level.
> You can make a custom visgroup named 3dsky and assign it to everything in
> your skybox then disable it and compile to make sure
> the error is comming from your skybox.
>
> Also there is a very small chance your map has a error that causes the
> compile tools to use existing files from a previous compile,
> to eliminate that just rename the map and compile, and you would a
> different
> error that way.
> Its a long shot tough as I only had it occur one or two times on the dozens
> of maps I worked on .
> (Another way to spot that problem is that none of the changes you make can
> be seen in the compiled map)
>
>
> ----- Original Message -----
> From: "Major Johnson" <[email protected]>
> To: "Discussion of Half-Life Mapping" <[email protected]>
> Sent: Friday, September 25, 2009 4:40 PM
> Subject: Re: [hlmappers] [TF2] 3D Skybox Issue
>
>
> > My skybox is not that populated.  I get 1 error for *every instance* of
> > that
> > particular tree.
> > And I already checked *every one of them.*
> >
> > Draco18s
> >
> >
> > On Fri, Sep 25, 2009 at 7:11 AM, Joe W-A <[email protected]> wrote:
> >
> >> Yeah, basically either you've discovered some fantastically
> unprecedented
> >> new way of getting that error or you missed one
> >> don't get too excited if it's the former though, it's not quite nobel
> >> prize
> >> stuff
> >>
> >> 2009/9/25 Velvet Fist, Iron Glove <[email protected]>
> >>
> >> > Are you using those props elsewhere than the skybox? You'll need to
> >> > check those too if you haven't done so.
> >> >
> >> > -- VFIG
> >> >
> >> > On 25 Sep 2009, at 02:56, Major Johnson wrote:
> >> >
> >> > > I turned off everything but props, selected them all, and checked.
> >> > > Every
> >> > > single last one is set Not Solid (I even checked the trees
> >> > > individually).
> >> > >
> >> > > I know it's not a big issue, but it does throw a chunk of console
> >> > > errors on
> >> > > map load.
> >> > >
> >> > > Draco18s
> >> > >
> >> > >
> >> > > On Thu, Sep 24, 2009 at 9:36 PM, Joe W-A <[email protected]>
> wrote:
> >> > >
> >> > >> You sure you didn't miss a couple? Since you have to do that on
> >> > >> each prop,
> >> > >> I
> >> > >> mean.
> >> > >> It's not a big deal anyway, they just won't be solid.
> >> > >>
> >> > >> 2009/9/25 Major Johnson <[email protected]>
> >> > >>
> >> > >>> Any news on the skybox props still thinking they're solid?
> >> > >>>
> >> > >>>
> >> > >>>
> >> > >>>
> >> > >>> On Thu, Sep 24, 2009 at 7:12 PM, Velvet Fist, Iron Glove <
> >> > >>> [email protected]> wrote
> >> > >>>
> >> > >>>> Yes: once VBSP encounters a leak (i.e. an entity that is touching
> >> > >>>> the
> >> > >>>> "void", in your case the trigger_teleports), it doesn't know what
> >> > >>>> the
> >> > >>>> "inside" or "outside" of the map is anymore, and will often
> report
> >> > >>>> spurious extra errors. That'll have been the cause of those
> >> > >>>> messages.
> >> > >>>>
> >> > >>>
> >> > >>> I guess that would do it.  Those errors aren't coming up anymore.
> >> > >>>
> >> > >>> Draco18s
> >> > >>> _______________________________________________
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> >> > >>> please visit:
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> >> > >>>
> >> > >>>
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> >> > >>
> >> > >>
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> >> > >
> >> >
> >> >
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> >> >
> >> >
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> >>
> >>
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