We've tried fixing the wall shadows with no luck already. The same people who could of helped are still here.
As for the detail sprites you should delete the detail.vbsp in your root folder.
Have you tried compiling vrad with -final?
make_triangles:calc_triangle_representation: Cannot convert
from interlopers error page:make_triangles:calc_triangle_representation: cannot convert
The affected object may not work and/or cause general errors
make_triangles:calc_triangle_representation: cannot convert
[B]Description:[/B]
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.
[B]Solution:[/B]
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.
That is a model problem, not going to cause what he sees.
-snip-
This was a more general question than a bug, I'll post this in the help section.
Try to reduce the lightmap grid value, worth the shot :P
[QUOTE=GoldPlatinum;34022928]Try to reduce the lightmap grid value, worth the shot :P[/QUOTE]
Tried that too :(
What about making hardfalloff distances for the light?
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