Howto Fix: Solid entity is empty
Go to Map > Check for problems ( Alt + P )
Click on the"first error that says "Solid entity is empty"
Click on "Go to error"
Click on close (you still have the empty entity selected)
Click on "move to world*" on the right side of you panel
The button says: toWorld
If you have done this to all your empty entitys, you dont have a error anymore :)
this is a bad solution better is go to error and then pressing the del button.
Originally posted by raverGo to Map > Check for problems ( Alt + P )
Click on the"first error that says "Solid entity is empty"
Click on "Go to error"
Click on close (you still have the empty entity selected)
Click on "move to world*" on the right side of you panel
The button says: toWorld
If you have done this to all your empty entitys, you dont have a error anymore :)
or you can delete it (instead of "move to world")
the "Solid entity is empty" emerge when u "tie to entety" an entety and you select "NO" in the diagog box
so don't press "NO" to avoid the problem
Originally posted by dEMolitethis is a bad solution better is go to error and then pressing the del button.
Dont say my way is "bad". Its EXACTLY the same.
its not exactly the same, but it isnt bad. its better to just press the delete button, especially if you have more than one.
it is bad because noone knows why hammer create such things. And noone knows if when you are going to press on the "To World" button that fix it. Maybe it can create brushes which decrease the fps. This isnt sure because noone knows more about it. But finally it is a better solution if you press the delete button instead the to world button because the to world button makes a brushbases entity to a worldbrush.
actually i do know what creates it i think. when you are tying something to an entity, and you try to tie something that already is an entity, (example: func_wall tied in with another func_wall into a func_wall) it'll say "which entity do you want to keep?" when you choose an entity to keep, it'll make the other entities stay there but empty, thus causing the error. so, if youre going to combine func_walls or any other entity, make sure you move all but one of them to world first. it'll prevent the error altogether.
not only that if you check the Ignore group button and then you gonna modify the entitys it will popup with a new entity too
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