Compiling Errors - List 'em and their solutions

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NACF-URBAN
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Post by NACF-URBAN »

BUT THE MAP WONT SHOW UP!!!
lizardkid
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Post by lizardkid »

checklist.... :idea:

did you add light in any way?
is the bsp in the folder? :?:
if not, make sure mbuilder has paths set correctly
is it mp? most likely... no one here makes sp anymore.... :!:
if so make sure you're using the right mode and teh bsp is n the correct folder :?:
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NACF URBAN
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if your map doesnt load and seems to go through a quick c...

Post by NACF URBAN »

problem: if your map doesnt load and seems to go through a quick compile, you probably have 1 problem... your mapname has a space in it the prompt will read only the first part of the name and look for that. it wont find it and it will go through a close down process instead of compile
solution: put an underscore instead of a space!
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tltrude
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Max_Original_Edge

Post by tltrude »

ERROR: Max_Original_Edge

Prevents compile of the the map caused by too many small brushes with the same size, shape, and texture. It occured in one map that had over 12000 brushes, so it may be just the number of brushes in the map.

SOLUTION: Re-think your "eye candy" brushes. Replace them with larger brushes or a new texture on a single brush.
Tom Trude,

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carlpenn
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Post by carlpenn »

ERROR::::

--- CountLightmaps ---



************ ERROR ************

MAX_MAP_LIGHTING exceeded from 171 lightmaps


completed.
Run time was 0 hours, 0 minutes and 9 seconds

I have no idea !! can anyone help?? one minute the map was working fine the next........well........nothing. The map loads and runs but is overbright with no Ambient Light changes affecting it whatsoever or suncolor changes too.
blue60007
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Post by blue60007 »

You've got too many lights affecting one surface, combine mutliple lights into one brighter one or increase the ambient lighting and remove lights. Look for an area with lots of lights and decrease the number of them...
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tltrude
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Read

Post by tltrude »

The whole purpose of this thread is to list solutions to compile problems. Not to list problems. That one is on the first page!!!!!!!

-------------------------------------------------------------------------------
ERROR: MAX_MAP_LIGHTING

One light affects too many surfaces.

SOLUTION: Improve vis design by using
vis_leafgroups, hint brushes and / or areaportals.
-------------------------------------------------------------------------------
Tom Trude,

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carlpenn
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Post by carlpenn »

tltrude....Sorry m8 I overlooked that one, I did read the first page previous to the post.

:oops: :oops: :oops: :oops: :oops:
Green Beret
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Post by Green Beret »

i get an error that says it cant read or find mymapname.bsp,well that is what im tryin to do is make it a BSP.all paths are correct :cry:

and it never does make a .bsp when its done doin its thing,sorry for posting a problem instead of a solution.
M&M
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Post by M&M »

you must make sure you have the .map file in the correct path (again).

u also say
when its done doin its thing
does that mean it compiles?
cause if it does ,it might be a case of you not being able to find where it was compiled
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PsychoE
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Post by PsychoE »

I looked and didn't find this one in here:

ERROR: func_rotating door::cross connected doors. Targetname = ????X?????G entity 7116480


I found that for some reason I had 3 or 4 doors on top of eachother. Erasing them cured this problem.
PSYCHO - Who you callin a PSYCHO?

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Szico VII
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Post by Szico VII »

what about:

CM_InlineModel: Wrong Number I think it's to do with entities but im not sure.... also how can i remove an entity that was named manually and went wrong, now i cant see it
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tltrude
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.map

Post by tltrude »

Open the .map file with Wordpad and fix the bad model name there. All the entities should be at the bottom of the page. The last entity added should be "Entity 1". Make a back up of the .map file first.
Tom Trude,

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Ezykeyal
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Re: Read

Post by Ezykeyal »

tltrude wrote:The whole purpose of this thread is to list solutions to compile problems. Not to list problems. That one is on the first page!!!!!!!

-------------------------------------------------------------------------------
ERROR: MAX_MAP_LIGHTING

One light affects too many surfaces.

SOLUTION: Improve vis design by using
vis_leafgroups, hint brushes and / or areaportals.
-------------------------------------------------------------------------------
Actually if you get this that means that there are too many lights affecting too BIG faces, make your brushes/polys smaller and this should fix it too.
Also check your lightmap resolution, default is 32 and that can handle lightmaps on bigger brushes but as soon as you go to 8 you can not make very big ones.
Ezykeyal
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Post by Ezykeyal »

WHen you load up your level and about half-way loading it you get popped back to the console with the message:

Can't find 0.tga
Couldn't load shader .... etc...

When i first got this one i thought what the hell is this, I do not use 0.tga or anything and i do not have any custom shaders.

What this actually means is that you have an error in your script.
Check for typos or anything that could be wrong.
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