Why does my map keep crashing hl2?

U

unfoldingmetal

Guest
Well, currently I am using the AppId fix, but this problem happened before steam updated. Whenever I load my map in HL2, it gives me some error and crashes.

error3wg.jpg


Here is the compile log...
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\drawnz\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.vmf
Brush 177530, Side 5: duplicate plane
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...Brush 145183: WARNING, microbrush
Brush 145155: WARNING, microbrush
4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...Brush 145183: WARNING, microbrush
Brush 145155: WARNING, microbrush
4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, -336.0, 239.3)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 76247: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, -300.0, 228.8)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 76247: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (164.0, -368.0, 248.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 76247: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-236.0, -296.0, 227.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 76247: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-132.0, -296.0, 227.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 76247: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-72.0, -296.0, 227.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 76247: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-28.0, -296.0, 227.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 76247: 

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 70 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_08...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0....1...2...3.....1...2...3...4....1...2...3...4...5...6....1...2...3...4...5...6...7...8....1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (658061 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (1585727 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
18 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:\program files\valve\steam\steamapps\drawnz\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
reading c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.prt
1075 portalclusters
2887 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (497)
Optimized: 2553 visible clusters (0.00%)
Total clusters visible: 264276
Average clusters visible: 245
Building PAS...
Average clusters audible: 904
visdatasize:254544  compressed from 292400
writing c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
8 minutes, 21 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\drawnz\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom"

Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
3836 faces
3 degenerate faces
532803 square feet [76723728.00 square inches]
30 displacements
32622 square feet [4697707.00 square inches]
3833 patches before subdivision
19509 patches after subdivision
40 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (64)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 759263, max 226
transfer lists:   5.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(55565, 49264, 26353)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(12510, 10052, 4313)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(3285, 2396, 820)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(978, 643, 173)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(322, 187, 39)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(116, 58, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(44, 19, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(18, 7, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(7, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0224 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  11/1024          528/49152    ( 1.1%) 
brushes                721/8192         8652/98304    ( 8.8%) 
brushsides            5063/65536       40504/524288   ( 7.7%) 
planes                2168/65536       43360/1310720  ( 3.3%) 
vertexes              7360/65536       88320/786432   (11.2%) 
nodes                 2331/65536       74592/2097152  ( 3.6%) 
texinfos               977/12288       70344/884736   ( 8.0%) 
texdata                 63/2048         2016/65536    ( 3.1%) 
dispinfos               30/0            5280/0        ( 0.0%) 
disp_verts            3678/0           73560/0        ( 0.0%) 
disp_tris             6144/0           12288/0        ( 0.0%) 
disp_lmsamples       44165/0           44165/0        ( 0.0%) 
faces                 3836/65536      214816/3670016  ( 5.9%) 
origfaces             1976/65536      110656/3670016  ( 3.0%) 
leaves                2343/65536      131208/3670016  ( 3.6%) 
leaffaces             4420/65536        8840/131072   ( 6.7%) 
leafbrushes           2550/65536        5100/131072   ( 3.9%) 
surfedges            26128/512000     104512/2048000  ( 5.1%) 
edges                15758/256000      63032/1024000  ( 6.2%) 
worldlights             38/8192         3344/720896   ( 0.5%) 
waterstrips            278/32768        2780/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4782/65536        9564/131072   ( 7.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]      912364/0        ( 0.0%) 
visdata               [variable]      254544/16777216 ( 1.5%) 
entdata               [variable]       64987/393216   (16.5%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/30580    ( 0.0%) 
dtl prp lght          [variable]           1/2104     ( 0.0%) 
static props          [variable]           1/4152     ( 0.0%) 
pakfile               [variable]       20592/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]      658061/4194304  (15.7%) 
==== Total Win32 BSP file data space used: 3028012 bytes ====

Linux Specific Data:
physicssurface        [variable]     1585727/6291456  (25.2%) 
==== Total Linux BSP file data space used: 3955678 bytes ====

Total triangle count: 10574
Writing c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
1 minute, 31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp" "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2\maps\Ballroom.bsp"

Here is the BSP to my map, I would really appreciate anyone who would test it to see if it works on their comp.
http://rapidshare.de/files/9750535/MAP.zip.html

Thanks :(
Justin
 
hm, check out your compile log above: microbrush warning. write down the brush # then use the editor brush finder to track it down & delete. likewise with the FindPortalSide warning
 
Thanks for the help guys. I fixed about a billion flaws in my map, including the ones you told me about, and it still doesn't work. I also did a major overhaul of the func_details. I lowered the triangle count by a ton. I also did test deleting whole portions of the map that I added since the bug began, of course I had backups but it did nothing for a difference. Here is the new compile log...

Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\drawnz\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.vmf
Brush 177530, Side 5: duplicate plane
Error: displacement found on a(n) func_detail entity - not supported


** Executing...
** Command: "c:\program files\valve\steam\steamapps\drawnz\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
reading c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\drawnz\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom"

Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
2987 faces
533882 square feet [76879040.00 square inches]
30 displacements
32623 square feet [4697786.00 square inches]
2987 patches before subdivision
18401 patches after subdivision
39 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (103)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (49)
transfers 647018, max 218
transfer lists:   4.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(47524, 42223, 22642)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(10740, 8643, 3714)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2959, 2153, 731)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(925, 601, 159)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(327, 186, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(126, 62, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(52, 22, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(23, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(10, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0230 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  11/1024          528/49152    ( 1.1%) 
brushes                717/8192         8604/98304    ( 8.8%) 
brushsides            5037/65536       40296/524288   ( 7.7%) 
planes                2150/65536       43000/1310720  ( 3.3%) 
vertexes              6081/65536       72972/786432   ( 9.3%) 
nodes                 1332/65536       42624/2097152  ( 2.0%) 
texinfos               972/12288       69984/884736   ( 7.9%) 
texdata                 63/2048         2016/65536    ( 3.1%) 
dispinfos               30/0            5280/0        ( 0.0%) 
disp_verts            3678/0           73560/0        ( 0.0%) 
disp_tris             6144/0           12288/0        ( 0.0%) 
disp_lmsamples       44165/0           44165/0        ( 0.0%) 
faces                 2987/65536      167272/3670016  ( 4.6%) 
origfaces             2023/65536      113288/3670016  ( 3.1%) 
leaves                1344/65536       75264/3670016  ( 2.1%) 
leaffaces             4392/65536        8784/131072   ( 6.7%) 
leafbrushes           2321/65536        4642/131072   ( 3.5%) 
surfedges            23371/512000      93484/2048000  ( 4.6%) 
edges                14923/256000      59692/1024000  ( 5.8%) 
worldlights             38/8192         3344/720896   ( 0.5%) 
waterstrips            345/32768        3450/327680   ( 1.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          7620/65536       15240/131072   (11.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]      844204/0        ( 0.0%) 
visdata               [variable]       84382/16777216 ( 0.5%) 
entdata               [variable]       64815/393216   (16.5%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/30580    ( 0.0%) 
dtl prp lght          [variable]           1/1039     ( 0.1%) 
static props          [variable]           1/4124     ( 0.0%) 
pakfile               [variable]       20592/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]      657853/4194304  (15.7%) 
==== Total Win32 BSP file data space used: 2631626 bytes ====

Linux Specific Data:
physicssurface        [variable]     1585519/6291456  (25.2%) 
==== Total Linux BSP file data space used: 3559292 bytes ====

Total triangle count: 9322
Writing c:\program files\valve\steam\steamapps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp
2 minutes, 41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\drawnz\sourcesdk_content\hl2\mapsrc\Ballroom.bsp" "c:\program files\valve\steam\steamapps\drawnz\half-life 2\hl2\maps\Ballroom.bsp"

:( If anyone is interested in solving it here is the vmf.
http://rapidshare.de/files/9772512/Ballroom2.vmf.html

Thanks again.
 
dont turn displacements into func_details.

also make sure you have an info_player_start or whatever in your map. you need a place to spawn. turn on all your visgroups when you compile.
 
That first error could mean bad ram.

Sometimes I think it happens when people don't have enough ram and two applictions try and use the same spot.
I've gotten an error similar to that when I load a large map in hammer and try testing it in CS:S or whatever with hammer still open. I tab back to Hammer and I get the error. Hasn't happened recently though.
 
I'm pretty sure my ram is okay. The displacement in my skybox is not tied to the world. That was the only displacement that was tied to func_detail. Still no luck. I'll just wait until valve fixes their error and see if it works then.

BTW: Is there any other programs that can compile BSPs?
 
Don't worry I found their site.
http://ammahls.com/index.php?page=home

I may have found my problem though. I ran my map with Quark, and tried to compile and it gave me this.

p5rh.jpg


What does the first part mean? And for the second, I don't think I have any mad textures but I'll check.

I'll try the compiler you gave me.
 
I think errors like that are application specific because I really don't think there's one like that in Hammer.
 
Okay I see, thanks for all the help. I'm going to let this one go until they fix the engine themselves.
 
Limpet said:
I think errors like that are application specific because I really don't think there's one like that in Hammer.

I'm going to go out on a limb here and say that having a func_door with no brush attached is not application-specific. :p All brush entities, by definition, must be attached to a brush. Hammer's warning for this situation is something like "Solid entity (func_door) is empty." The solution is to go to your editor's entity report and find any brush entity without an attached brush.

Textures can be horribly scaled and distorted if you select an entire brush and use the Fit tool instead of just one face. Texture axes being perpendicular to a face will also throw an error, which Hammer should be able to fix (I don't know about QuArK).
 
the main reason for this i found when mapping for 1.6 was as follows.

Say I made a func_brush and then later I decided to turn that into a door, and I forgot that it was already a func_detail. Upot turnign the func_brush to a func_door hammer would remove all the func_brush stuff but not the func_brush itself. I realize that this explanation is not so good but i hope you get it. What you are left with is a func_brush that has no brush to apply to.

The solution is however simple. Got to entity report and start eselecting your affected entities (that would be func_brush in my example here). You will see different entities being selected as you move down the list and eventually you will stumble on one that selects nothing and usually sets your 3D views way off. Delete all of those and you're good to go.

If you feel that you need a better explanation of why this happens, shout out and I or someone els will make a better effort.
 
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