BAD MOHAA ERROR! :'(

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StarGeneral
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BAD MOHAA ERROR! :'(

Post by StarGeneral »

Ok....I have a HUGE problem with MohRadiant.
I'm just getting into the good part of mapping my map and now every time I try to load it MohRadiant gives me a weird message:

EOF inside qutoed token
GetLastError= 0-0
An unrecoverable error has occured. Would you like to edit preferences before exiting MohRadiant?

--------------------
Now, i was able to load other maps, but no the one i'm working on, I suspect it has something to do with a texture im using that went bad or something, as trying to retreive textures from german_industrial or german_structure resulst in a crash of Mohradiant 99% of the time.

What can I do to make this error message go away! I cant afford to lose my progress on the map, ive put too mut heart and soul into it.
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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StarGeneral
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Post by StarGeneral »

Oh and it gives me the error while loading the textures at the start. It gave me this in the list:

Loading shader algiers/algier_winbox_detail1 - algiers.shader...failed!
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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bdbodger
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Post by bdbodger »

Open the .map file in notepad I think the last brush you made is brush 0 if that is the bad brush simply delete it . Mohradiant will renumber the brushes . Backup your map first . Before trying to load some textures you thing may crash radiant save the map . Remove any custom pk3's that you suspect may have bad textures in them .
// brush 0
{
( 752 688 -8 ) ( -752 688 -8 ) ( -752 -600 -8 ) common/caulksky 0 0 0.00 1 1 0 276 0
( -752 -600 0 ) ( 752 -600 0 ) ( 752 -600 -8 ) common/caulksky 0 -8 0.00 1 1 0 276 0
( 752 -600 0 ) ( 752 688 0 ) ( 752 688 -8 ) common/caulksky 0 -8 0.00 1 1 0 276 0
( 752 688 0 ) ( -752 688 0 ) ( -752 688 -8 ) common/caulksky 0 -8 0.00 1 1 0 276 0
( -752 688 0 ) ( -752 -600 0 ) ( -752 -600 -8 ) common/caulksky 0 -8 0.00 1 1 0 276 0
( -752 688 0 ) ( 752 688 0 ) ( -752 -600 0 ) algiers/grassbrdr_7 0 0 0.00 1 1 0 131072 0
}
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tltrude
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.map

Post by tltrude »

First find youmapname.map file and make a copy of it. Set it a side as a backup. Next, right click on the original .map file and open it with Notepad or Wordpad. After you study it for awhile, you'll see that worldspawn is at the top, and all the entities are at the bottom. The last entity you added to the map will be "//entity 1".

The problem is unlikely to be a bad texture. "Failed" means it failed to load and it would show up in the editor as "notexture" (blue and black checkerboard). You can replace textures in the text, but its not easy.

So, your problem is most likely with Worldspawn or the enties. I'm not sure what "EOF inside qutoed token" is but it sounds like a something is inside quotes that shouldn't be -- could be a trigger message. It might help to search for double qutoes [ "" ]. I know from personal experience that putting qutoes around a trigger message will cause it to crash.

OK, if that didn't help, start deleting entities in the text a few at a time, save, and test to see if the map will load. Take care of how the brackets are used, and don't worry about how the entities are numbered.

Hope that helps!
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StarGeneral
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Post by StarGeneral »

Uh oh, thought I had solved the problem, heres what happened.

I deleted the last entity i added. I also deleted the bracket above where that entity was so there was only 1 bracket...I loaded the map and it loaded fantastic but all the entities are GONE! I went back to the notepad file and added the bracket back in like it was in the original, now MoHRadiant is giving me THIS error:

Token too large on like 10995
GetLastError()=3-0
An unrecoverable error...blah blah blah.

anyway, I checked line 10995 in notepad, nothing unusual there, its the name of a brush and it looks like every other...what is the error trying to tell me?
-----------------------------
Edit: Frustrated, I deleted the entire brush that error line was in, I opened the map and it told me that the token was too large on another line, I deleted that line and brush, then it told me it was too large on another line, then I stopped because I realized its going to tell me that until theres no brushes left.
"Si vis pacem, para bellum."
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Post by neillomax »

I don't have the fix, but, I got in the habit of saving it under several different "names' as I work on it. Add something, save as map1 etc.
If something goes wrong you can revert back to the prior map .
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StarGeneral
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Post by StarGeneral »

saving the map under a different name did not help.
"Si vis pacem, para bellum."
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tltrude
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brackets

Post by tltrude »

Sounds like you got the brackets wrong. There are open and close brackets for every entity, but there is also brackets that enclose other parts of the same entity. When you delete an entity in the text, you should also delete the brackets that enclose it. Here is an example.

// entity 10
{
"targetname" "door_locked"
"classname" "trigger_use"
// brush 0
{
( -42 -4301 88 ) ( -162 -4301 88 ) ( -162 -4308 88 ) common/trigger 3 0 0.00 1 1 0 128 0
( -165 -4308 192 ) ( -165 -4301 192 ) ( -45 -4301 192 ) common/trigger 3 0 0.00 1 1 0 128 0
( -165 -4308 192 ) ( -45 -4308 192 ) ( -45 -4308 88 ) common/trigger 3 0 0.00 1 1 0 128 0
( -37 -4308 192 ) ( -37 -4301 192 ) ( -37 -4301 88 ) common/trigger 0 0 0.00 1 1 0 128 0
( -45 -4300 192 ) ( -165 -4300 192 ) ( -165 -4300 88 ) common/trigger 3 0 0.00 1 1 0 128 0
( -163 -4301 192 ) ( -163 -4308 192 ) ( -163 -4308 88 ) common/trigger 0 0 0.00 1 1 0 128 0
}
}

The orange brackets enclose the whole thing, and the red ones enclose a brush for it (brush 0). Some entities do not have brushes, and some have more than one brush.

The line that says "//entity 10" is just a comment line. It is only for information, but if you delete the entity, remove that line too.

By the way, the fancy brackets are sometimes called "tokens".

You'll get the hang of it.
Last edited by tltrude on Sun Nov 18, 2007 3:14 am, edited 1 time in total.
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StarGeneral
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Post by StarGeneral »

The brackets were all correctly set.

Its still giving me the "Token too large error"
"Si vis pacem, para bellum."
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tltrude
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paste

Post by tltrude »

Can you copy and paste the text from the area where you deleted the entity? Ctrl + C copies and Ctrl + V pastes.
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StarGeneral
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Post by StarGeneral »

Im screwing around with the .map file and I have restored 22 of the 120 something entities I have...ill tty in a minute...
"Si vis pacem, para bellum."
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tltrude
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easy

Post by tltrude »

It might be easier to just use the backup .map file and delete entity 1 again. Every thing above entity one is worldspawn (entity 0) and it should end with two close brackets because it contains many, many brushes.
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StarGeneral
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Post by StarGeneral »

ok, sweet. Ive restored 144 entities...just have to find the last of them!

however, my screwing around with the script caused some brush loss, but nothing I cant replace in a few seconds.

Im correcting some really weird bracket probs in the .map file, you were right, but i didnt spot them at first.

Looks like i've got this worked out...thanks.
"Si vis pacem, para bellum."
"If you want peace, prepare for war."
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StarGeneral
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Re: easy

Post by StarGeneral »

NM about the worldspawn problem, I fixed the map now. Aparently something went wrong during saving and I lost a crapload of entities, however the brunt of the entities i lost were in prefabes, so I can restore them right away.

Thank GOD I did not lose my waypoints for the giant elevator, that would have been agonizing to line up again.


thanks for the help Trude :)
Last edited by StarGeneral on Sun Nov 18, 2007 4:17 am, edited 1 time in total.
"Si vis pacem, para bellum."
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tltrude
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worldspawn

Post by tltrude »

It is eveything above entity 1, so it is very large. But here is what the worldspawn entity from one of my maps would look like, if it only had two brushes.

{
"sunflare" "none"
"suncolor" "65 65 65"
"ambientlight" "17 17 17"
"classname" "worldspawn"
// brush 0
{
( 128 -456 -32 ) ( 128 -456 0 ) ( 128 -440 0 ) common/caulk 0 0 0.00 1 1 0 160 0 +surfaceparm detail
( 126 -440 -32 ) ( 126 -440 0 ) ( 126 -456 0 ) german/gnrlcratesml_top 121 -32 -135.00 0.999974 -1.000047 0 16384 0 +surfaceparm detail
( 128 -464 -48 ) ( 124 -464 -42 ) ( 128 -464 -36 ) german/gnrlcratesml_top -24 -52 90.00 1 1 0 16384 0 +surfaceparm detail
( 128 -462 -34 ) ( 124 -454 -26 ) ( 128 -446 -18 ) german/gnrlcratesml_top -9 -24 -90.00 0.999969 -1.000198 0 16384 0 +surfaceparm detail
( 128 -432 -20 ) ( 124 -440 -28 ) ( 128 -448 -36 ) german/gnrlcratesml_top 12 7 90.00 0.999939 -1.000008 0 16384 0 +surfaceparm detail
( 128 -462 -48 ) ( 124 -463 -48 ) ( 128 -464 -48 ) common/caulk 0 0 0.00 1 1 0 160 0
( 128 -432 -4 ) ( 126 -424 -4 ) ( 128 -416 -4 ) common/caulk 0 0 0.00 1 1 0 160 0
}
// brush 1
{
( 120 -456 -4 ) ( 64 -456 -4 ) ( 64 -472 -4 ) german/gnrlcratesml_top 0 70 180.00 0.999908 1.000092 0 16384 0 +surfaceparm detail
( 64 -472 0 ) ( 64 -456 0 ) ( 120 -456 0 ) german/gnrlcratesml_top 0 70 180.00 0.999908 1.000092 0 16384 0 +surfaceparm detail
( 128 -472 -8 ) ( 128 -472 0 ) ( 128 -456 0 ) common/caulk 0 0 0.00 1 1 0 160 0 +surfaceparm detail
( 112 -432 -8 ) ( 112 -432 0 ) ( 168 -432 0 ) german/gnrlcratesml_top 18 56 0.00 0.999931 1 0 16384 0 +surfaceparm detail
( 88 -455 -7 ) ( 88 -455 1 ) ( 88 -471 1 ) german/gnrlcratesml_top 44 56 0.00 0.999939 1 0 16384 0 +surfaceparm detail
( 136 -392 -16 ) ( 136 -392 -8 ) ( 80 -392 -8 ) common/caulk 0 0 0.00 1 1 0 160 0
}
}


There are a lot of things you can add to worldspawn for lighting, fog, color, etc...
Tom Trude,

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