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ForumsJedi Outcast and Jedi Academy Editing Forum → Warning: Node With Unbound Volume
Warning: Node With Unbound Volume
2007-04-10, 2:40 PM #1
Hello again

I find every proect i work on, eventually i do something wrong and when i try to compile the map, Gtk Radiant spews a bunch of crap at me: (Warning! Node With Unbound Volume)

Yea... so if anyone knows what this is, and can help me repair this... node... that would be helpful
I regret to inform you...

Time2Die!
2007-04-10, 3:19 PM #2
Most likely, look for a brush that seems to stretch out to infinity. So, zoom out and see if you can find any odd looking brushes. Retrace your steps.
SnailIracing:n(500tpostshpereline)pants
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2007-04-10, 5:14 PM #3
hmm that would explain why when i loaded up the map there was a brush that shouldnt have been there... although when i looked back on radiant it didnt appear there. Ill look again. Thanks
I regret to inform you...

Time2Die!
2007-04-10, 9:09 PM #4
If worse comes to worst and you can't find away out of this error, people have just copied and pasted their map into a new map. It seems the problem brush doesn't carry over.

But yeah, you should try looking for any bad , ugly brushes.
SnailIracing:n(500tpostshpereline)pants
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2007-04-11, 4:07 AM #5
Lol i sorta figured that would be the best course of action, no ugly brushes showed up so i copied what i had into a new map. Seems to be working fine now. A few things id like to get straight:

1. How do you create a fog effect, but not global, only in certain areas?

2. I have an idea of a part where there is explosives on a wall, and a detonator further back. Press the switch, bada boom bada bing. Is there something you can do in ICARUS that can make that happen?

Thats all for now, thanks
I regret to inform you...

Time2Die!
2007-04-11, 6:21 PM #6
1- Simple. Make a brush and slap a fog shader on it. Various fog shaders are found under textures/fogs

2- I don't think scripting is needed. Probably just a trigger entity pointed toward a func_breakable.
SnailIracing:n(500tpostshpereline)pants
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2007-04-13, 1:33 PM #7
And for the explosions i'd do a fx_runner, correct?

Oh and also, going by your suggestion about stealth a while back, im gona take an idea from JO. How do you have a switch that when you activate it, the lights turn off/on?

ps. what does the little saber beside our names mean? lol
I regret to inform you...

Time2Die!
2007-04-15, 1:40 PM #8
Look for the light information under the light entity. It should say something about turning it on/off.
SnailIracing:n(500tpostshpereline)pants
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2007-04-15, 5:53 PM #9
Well, all it mentions is "targetname: used for swichable lights" but that doesnt tell me much about how to go around doing so. Im guessing just an average switch targeting the light?
I regret to inform you...

Time2Die!
2007-04-16, 9:27 AM #10
Sure. Try playing around with trigger entities pointing to the light.
SnailIracing:n(500tpostshpereline)pants
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2007-04-17, 2:03 PM #11
Ok, ill do that.

By the way, if i were to.. thicken a pipe, how wpuld i go about doing it? Well i have an elevator pipe going straight down, but the actual brush is so thin and if i wanted to thicken it, that would help very much. Any ideas?
I regret to inform you...

Time2Die!
2007-04-17, 2:49 PM #12
Look for "cap selection." It should do just that.
SnailIracing:n(500tpostshpereline)pants
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2007-04-17, 3:10 PM #13
Ahh not that. When i make a cylinder, and do cap selection, and a cap for the cylinder appears. This is what i want:

[http://i153.photobucket.com/albums/s202/BKTraitor/CYLINDER.jpg]

See see?
I regret to inform you...

Time2Die!

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