
The error’s somewhere on the ground under that tree.
No, I’ve been working on this one solo WadeV1589. I totally re-did the map, since the scale was off and too many ‘detail’ brushes were causing .aas files to be overly inflated. I don’t care what anybody says, nobody likes having a big .aas.
But I guess I have another question… When mapping, I snap everything to the grid (ctrl+g) and frequently run brush cleanup. Yet I still sometimes get an invisible triangle in a compiled map (whether I do a ‘-vis’ or a simple ‘novis’ compile), an occasional brush vanishes while I’m testing my map, or I get seams where I can see where two brushes meet. But if I move the entire map a few grid units left, right, up or down the problem sometimes goes away. The smallest grid unit scale I’ve used in this map is 2, so I’m not sure why this is happening. All brush vertices are supposed to be at integer locations, huh… When I make a bsp, I use these switches…
‘-game ef -custinfoparms -meta -patchmeta’
Should I be using something different?
Thanks again for the help!