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Warnings safe to ignore?


hobbes1069

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I get a *BUNCH* of these but the game seems to otherwise work:

 

WARNING:file materials/tdm_internal_engine.mtr, line 226: material 'textures/common/trigonce' previously defined at materials/invisible.mtr:149
WARNING:file materials/tdm_internal_engine.mtr, line 234: material 'textures/common/trigtimer' previously defined at materials/invisible.mtr:158
WARNING:file materials/tdm_internal_engine.mtr, line 242: material 'textures/common/trigrelay' previously defined at materials/invisible.mtr:167
WARNING:file materials/tdm_internal_engine.mtr, line 250: material 'textures/common/trighurt' previously defined at materials/invisible.mtr:176
WARNING:file materials/tdm_internal_engine.mtr, line 258: material 'textures/common/trigfade' previously defined at materials/invisible.mtr:185

 

Are these safe to ignore?

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Yup - completely safe.

 

Warnings will usually just mean that something is skipped (in this case - the material is already there so no problem). Errors however will generally mean something is broken and might be fatal. Continued errors will result in a FatalError, which will try to close the game down gracefully and give you an error message.

 

You'll see a load of Warnings - Don't freak out, it's just part of moving away from being a mod.

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So "WARNING: node without a volume" is also a common thing to happen? I thought I am stupid! :laugh:

 

Yup, it's not ideal - but if it's being caught by dmap it should be fixed when actually playing the map. If you're getting a bunch of these when you're loading a map then there might be something strange going on.

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Yes, that's the same thing I read when browsing the forums for this warning. I'll try to ignore them, but it would be better to find out what is causing them actually :unsure:

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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So "WARNING: node without a volume" is also a common thing to happen? I thought I am stupid! :laugh:

Yup, it's not ideal - but if it's being caught by dmap it should be fixed when actually playing the map. If you're getting a bunch of these when you're loading a map then there might be something strange going on.

I noticed that the amount of these warnings is much higher one maps that uses a lot of "strange" geometry (everything that is not a cube and even worse ;) ). I'm not a hundret percent sure what is meant by node, though. The same thing (the amount of error messages) counts for "backwards triangle in input".

 

This is the part where I start guessing. If a node is something like a room and the engine tries to split up the map so that all geometry is in a room, than a vertex inside another brush may cause this warning. So if you have a lot of intersecting worldspawn/func_static that intersects each other than I guess you would get a warning for every single intersection/every single vertex or whatever. (Always suppossed my guess is right :P ).

 

Actually such things can hardly be avoided. But as warning can be ignored as you say, it would be good not to display them, as they are of no use IMHO.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Many prefab use intersecting elements. It's just easier to map. :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Well, as said these warnings can be ignored. :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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