Error FS_FILE empty when trying to run a map......
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M&M
Thanks for the advice on the quote button. I really should use it.
I had read the stuff on detail.....concerning fps etc.. about a year
ago. If you have read and followed the stuff I have written in
this post, you will find I am confused why a brush that is made
into a detail, classname = detail when viewed in the Entity
Inspector Window (n key), somewhere along the line changes
to a classname of world spawn. This had lead me to think that
something was getting screwed up in my map by Radiant, and
the end result was a map that would no longer run in the game,
but give me a FS_ReadFile empty file error which I never saw
in the many maps I have created over the past few years.
One thing lead to another in my post replies to questions others
had asked etc... Obviously I was doing things I should not have
been doing, in my ignorance.
But my outstanding question is as stated just prior to your reply
to my post.
Why will Radiant RE-ASSIGNED A BRUSH THAT WAS ORIGINALLY
CREATED AS A DETAIL INTO A WORLDSPAWN CLASSNAME?
I went through a detailed set of steps to show folks what I did
in creating a detailed brush while creating a pre-fab. Only to find
out after loading the pre-fab into a map that somewhere along the
line what once was a brush with an classname of detail............
mysterisously was changed to a classname of worldspawn. Now
I never touched that particular brush in the main map once it was
loaded into the map from the prefab. Something in Radiant changed
it's classname. This has happend a number of times recently, on a
large map I am working on. This is what started me into trying
to force brushes that classname detail but changed somehow to
worldspawn...........thereby warning me that maybe that the brush
no longer took on the attributes of a detail, that I would force
that brush to again be a detail and not a worldspawn classname.
I still wonder why Radiant would change a brush from classname
detail to worldspawn when one selects a particular brush, hits the
n key, looks into the Entity Window and sees a classname = worldspawn,
instead of classname = detail.
This is a mystery to me.
take care,
George
I had read the stuff on detail.....concerning fps etc.. about a year
ago. If you have read and followed the stuff I have written in
this post, you will find I am confused why a brush that is made
into a detail, classname = detail when viewed in the Entity
Inspector Window (n key), somewhere along the line changes
to a classname of world spawn. This had lead me to think that
something was getting screwed up in my map by Radiant, and
the end result was a map that would no longer run in the game,
but give me a FS_ReadFile empty file error which I never saw
in the many maps I have created over the past few years.
One thing lead to another in my post replies to questions others
had asked etc... Obviously I was doing things I should not have
been doing, in my ignorance.
But my outstanding question is as stated just prior to your reply
to my post.
Why will Radiant RE-ASSIGNED A BRUSH THAT WAS ORIGINALLY
CREATED AS A DETAIL INTO A WORLDSPAWN CLASSNAME?
I went through a detailed set of steps to show folks what I did
in creating a detailed brush while creating a pre-fab. Only to find
out after loading the pre-fab into a map that somewhere along the
line what once was a brush with an classname of detail............
mysterisously was changed to a classname of worldspawn. Now
I never touched that particular brush in the main map once it was
loaded into the map from the prefab. Something in Radiant changed
it's classname. This has happend a number of times recently, on a
large map I am working on. This is what started me into trying
to force brushes that classname detail but changed somehow to
worldspawn...........thereby warning me that maybe that the brush
no longer took on the attributes of a detail, that I would force
that brush to again be a detail and not a worldspawn classname.
I still wonder why Radiant would change a brush from classname
detail to worldspawn when one selects a particular brush, hits the
n key, looks into the Entity Window and sees a classname = worldspawn,
instead of classname = detail.
This is a mystery to me.
take care,
George
grb
yeah ,i saw it but i mentioned i know nothing about classnames .RE-ASSIGNED A BRUSH THAT WAS ORIGINALLY
CREATED AS A DETAIL INTO A WORLDSPAWN CLASSNAME?
radient is a very buggy and unstable program .so u should be staying away from what it doesnt like
i dont think that the classname change really has any noticable effect on the map (does it ? ).like i said ,all brushes are supposed to be world spawn unless u change them into another entity. as to why it was called detail and chagned name ,i have no clue .
classnames are important.....
M&M,
Classnames indicate what type of object, that is how Radiant will create
some object. For instance, when you put a soldier in the map, then
while it is still selected, hit the n key. That will call up the Entity Window.
Now if you look in that window toward the bottom you will see that
the soldier has a given classname, model, and other attributes.
Similairly, if you create a func_ladder for instance, it will be assigned
a classname of func_ladder. Now as you can see, a ladder has different
attributes assigned to it then a AI soldier right. The classname is a
fundamental thing that Radiant must process based on what rules are
set up for a given classname type in order for it to behave in a given
way in the game.
Think of it this way. If Radiant was a tool that created images of
lets say fruit (apples, oranges, and grapes) and a worm that can
move around in a game that Radiant would create a map for.
Each type fruit that would be displayed in the game as well as the
worm would each have different type attributes assigned to it right?
The fruit would be static objects with a certain shape and color, and
the worm would have a given color(s),ribs, feet, eyeballs whatever,
and also would have the ability to move about the game when you
move your mouse or joystick.
So as you can see, each item that you create in Radiant must
altimately be assigned some classname. Now think about it a minute
if you create a func_ladder, don't you think that that object should
have a classname of func_ladder? See what I mean?
In some map you (personally have made) select some object lets
say your player_start. Now once it is selected, hit the n key.
See...........it does not have a classname of world spawn does it?
Hope this explaination gives you a some idea as to what a classname
is.
hang in there,
George
Classnames indicate what type of object, that is how Radiant will create
some object. For instance, when you put a soldier in the map, then
while it is still selected, hit the n key. That will call up the Entity Window.
Now if you look in that window toward the bottom you will see that
the soldier has a given classname, model, and other attributes.
Similairly, if you create a func_ladder for instance, it will be assigned
a classname of func_ladder. Now as you can see, a ladder has different
attributes assigned to it then a AI soldier right. The classname is a
fundamental thing that Radiant must process based on what rules are
set up for a given classname type in order for it to behave in a given
way in the game.
Think of it this way. If Radiant was a tool that created images of
lets say fruit (apples, oranges, and grapes) and a worm that can
move around in a game that Radiant would create a map for.
Each type fruit that would be displayed in the game as well as the
worm would each have different type attributes assigned to it right?
The fruit would be static objects with a certain shape and color, and
the worm would have a given color(s),ribs, feet, eyeballs whatever,
and also would have the ability to move about the game when you
move your mouse or joystick.
So as you can see, each item that you create in Radiant must
altimately be assigned some classname. Now think about it a minute
if you create a func_ladder, don't you think that that object should
have a classname of func_ladder? See what I mean?
In some map you (personally have made) select some object lets
say your player_start. Now once it is selected, hit the n key.
See...........it does not have a classname of world spawn does it?
Hope this explaination gives you a some idea as to what a classname
is.
hang in there,
George
grb
You used the detail entity to create detail brushes, didn't you?
That is an entity that was never fully implemented and doesn't work right. I'm surprised it even let you use it in a prefab. GET RID OF THEM! If you want detail brushes, use shift+cntrl+D.
Oh, and you are wrong about classes. Brushes are NEVER assigned classes unless you assign them. The worldspawn entity is assigned to the map, not a single brush. Worldspawn simply shows when select a brush, otherwise you have no way to give worldspawn properties.
Please learn what you are talking about before trying to sound like an expert.

That is an entity that was never fully implemented and doesn't work right. I'm surprised it even let you use it in a prefab. GET RID OF THEM! If you want detail brushes, use shift+cntrl+D.
Oh, and you are wrong about classes. Brushes are NEVER assigned classes unless you assign them. The worldspawn entity is assigned to the map, not a single brush. Worldspawn simply shows when select a brush, otherwise you have no way to give worldspawn properties.
Please learn what you are talking about before trying to sound like an expert.
thanks for the heads up on detail assignment...figures...
Balr14,
Often times detail can be assigned successfully using the method:
Right click on window to make an brush, window pops up, select
detail. I have many maps that the details stay detail when assigned
this way. But I will take your advice and use the cntrl+shift+del
method. Just as easy to do.
I agree fully, that unless one assignes a brush to some particular
classname type, that it will take on the worldspawn classname. That
has been obvious to me for two years plus.
assign a brush a particular classname type to make it take on the
attributes for that particular class of objects. Perhaps you mis-interpereted my grammatic constructs.
To illustrate the point. I select a guard tower from a stock map and
place it into a prefab. Then I open up the prefab. Now due to to
lose of classname attributes assigned to the brushes when the get
converted using the mohbsptomohmap.exe tool to convert stock
bsp files to map files.....................the prefab I end up with contains
brushes with no classnames assigned to the parts.........
OK. I then add some structural brushes and detail brushes to this
guard tower prefab to complement what was in the original.
OK. I then select all brushes in the prefab and re-save it.
Then I open my main map, and load the prefab into it, compile it.
Run the map in the game.
Bingo! Only the brushes I added to the guard tower that where
assigned as structural or detail for instance................show up in the
game. Why? Because all the original parts no longer had any
classname type assigned to them, so Radiant never processed them
to take on the attributes they originally had, e.g. structural brush,
whatever. That this the point I was trying to share with M&M.
Lastly, I am for certain no expert, and do not pretend to be one.
Perhaps my grammer is not sufficient to bring out the concept I was
trying to convey.
regards,
George
Often times detail can be assigned successfully using the method:
Right click on window to make an brush, window pops up, select
detail. I have many maps that the details stay detail when assigned
this way. But I will take your advice and use the cntrl+shift+del
method. Just as easy to do.
I agree fully, that unless one assignes a brush to some particular
classname type, that it will take on the worldspawn classname. That
has been obvious to me for two years plus.
I never said that. I have made it clear to the contrary that one mustOh, and you are wrong about classes. Brushes are NEVER assigned classes unless you assign them.
assign a brush a particular classname type to make it take on the
attributes for that particular class of objects. Perhaps you mis-interpereted my grammatic constructs.
To illustrate the point. I select a guard tower from a stock map and
place it into a prefab. Then I open up the prefab. Now due to to
lose of classname attributes assigned to the brushes when the get
converted using the mohbsptomohmap.exe tool to convert stock
bsp files to map files.....................the prefab I end up with contains
brushes with no classnames assigned to the parts.........
OK. I then add some structural brushes and detail brushes to this
guard tower prefab to complement what was in the original.
OK. I then select all brushes in the prefab and re-save it.
Then I open my main map, and load the prefab into it, compile it.
Run the map in the game.
Bingo! Only the brushes I added to the guard tower that where
assigned as structural or detail for instance................show up in the
game. Why? Because all the original parts no longer had any
classname type assigned to them, so Radiant never processed them
to take on the attributes they originally had, e.g. structural brush,
whatever. That this the point I was trying to share with M&M.
Lastly, I am for certain no expert, and do not pretend to be one.
Perhaps my grammer is not sufficient to bring out the concept I was
trying to convey.
regards,
George
grb
There is only one worldspawn and it is assigned to the entire map. Brushes are NEVER assigned to any class, regardless if it's structural or detail. If a brush has a class, it's because you turned it into an entity. If you have a brush with a class of detail, it is the detail entity. The detail entity sucks. Get rid of it. It was a half-assed idea that was never fully implemented. It does not behave like a real detail brush and may not be recognized. If you have it in other maps with no problems, count yourself lucky.
Worldspawn is displayed when you select a brush simply to allow you the means to provide worldspawn properties. It is not and can not be, related to ANY brush.
Worldspawn is displayed when you select a brush simply to allow you the means to provide worldspawn properties. It is not and can not be, related to ANY brush.
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Bjarne BZR
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The classname 'detail' as far as I know does NOTHING, if you want a detail brush you need to use the ctrl+shift+D as said above. I have no idea why radiant changed the classname from detail to worldspawn, that's a good thing since the detail classname is pointless. To answer your question, it probably changed it to get it out of that and back to normal. Basically it removed the classname/detail back to worldspawn because the detail doesn't work, I don't know I guess Radiant just doesn't like that classname...
thanks guys for the education....
Blue60007 and Balr14,
I buy all you have said concerning details. And I realize as Balr14
has said that brushes have nothing to do with worldspawn. What I think
I have done is mis-interprete what I see in the Entity window, and further,
the comment regarding that detail assigned entities seem to take on
worldspawn classname due to the "poor logic implementation" of the
detail code in the Radiant tool........ I buy. So as you have stated
"don't use detail", will do!
Guess at this point this topic is closed. No use beating a dead horse.
regards all,
George
I buy all you have said concerning details. And I realize as Balr14
has said that brushes have nothing to do with worldspawn. What I think
I have done is mis-interprete what I see in the Entity window, and further,
the comment regarding that detail assigned entities seem to take on
worldspawn classname due to the "poor logic implementation" of the
detail code in the Radiant tool........ I buy. So as you have stated
"don't use detail", will do!
Guess at this point this topic is closed. No use beating a dead horse.
regards all,
George
grb
Re: thanks guys for the education....
we can eat the horse tho?grb wrote: No use beating a dead horse.
Yes I understand what you meant by detail brushes verse.....
Blue60007,
Yes I understand what you are saying. In fact those not aware of
using the brush detail to reduce the amounts of nodes that have
to be compiled while in a vis compile step, they should examine
the Rjukan project "Detail" -brushes, tutorial.
Thanks again for straightening me out on not using the detail
classname. M&M. The horse is dead, you can stop beating on
him! Good mapping all.
regards,
George
Yes I understand what you are saying. In fact those not aware of
using the brush detail to reduce the amounts of nodes that have
to be compiled while in a vis compile step, they should examine
the Rjukan project "Detail" -brushes, tutorial.
Thanks again for straightening me out on not using the detail
classname. M&M. The horse is dead, you can stop beating on
him! Good mapping all.
regards,
George
grb

