Engine Error Map No Textures
Search Google Search My Threads and Posts My Posts My Threads Steam Game Discussions # - C D - G H - L M - P Q - S T - Z Publisher / Developer Console Game Discussions Go to Page... Thread Tools Display Modes 09-01-2008, 04:50 PM #1 Mr. Happy Guest Posts: n/a Engine Error: Map with no textures. Hi all, I'm working on a TF2 map and all as been going well until recently. A couple days ago TF2 started insta-crashing when trying to load the map, and opened a window saying Engine Error: Map with no textures. I noticed this only happened when doing an HDR full final compile (also with -textureshadows, -staticproppolies, and -staticproplighting). It did not happen with a Normal compile. In vrad, I was getting this error warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix I tracked it down after some time and fixed it, compiled with HDR full final etc. and everything worked great! I just added in a few env_cubemaps and Engine Error: Map with no textures has returned. Does anyone know what actually causes this error, because it seems to be random to me. Thanks. Jamie "Mr. Happy" Lea p.s. Looking at my compile log more delicately I noticed two benign errors, degenerate face and invalid displacement neighbor connection, which have never before caused any real problems for any map I've ever seen. I'll fix them but I don't think that's the casue. 09-01-2008, 04:54 PM #2 Craziestdan Join Date: Feb 2008 Reputation: 16 Posts: 1,406 What do -textureshadows, -staticproppolies, and -staticproplighting do? What are they for? Ive never used them O.o Craziestdan View Public Profile Search User Find More Posts by Craziestdan Find Threads by Craziestdan 09-01-2008, 05:23 PM #3 Mr. Happy Guest Posts: n/a They are vrad compile switches. -textureshadows causes alphamapped textures to cast shadows base on their alpha map, -staticproppolys causes static props to cast shadows past on their polygon mesh rather then their collision mesh, and -staticproplighting does....something I dont remember sorry. 09-02-2008, 07:07 AM #4 Blueberry_pie Join Date: Dec 2007 Reputation: 172 Posts: 1,508 -staticproplighting is for per-vertex lighting on static props. So instead of sampling the lighting from th
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