Compiling Errors - List 'em and their solutions

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Szico VII
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Post by Szico VII »

i removed all models from my map, and that didnt fix it. i got the entity that was wrong though. any ideas about the inline model error - i dont think its actually anything to do with a model
Caparzo
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Post by Caparzo »

LOL i was just typing here and just though of something

ADVICE:

if you have your program like in C:\EA GAMES\MOHAA etc etc,
make it C:\EA_GAMES\MOHAA because you command promt
doesnt allows the space

IM SO HAPPY NOW :D:D
moh, thats my terratory
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ERROR: Level::AllocEdict: no free edicts

Post by Bjarne BZR »

-------------------------------------------------------------------------------
ERROR:Map won't load and this in printed in console after it crashes:

Code: Select all

********************
ERROR: Level::AllocEdict: no free edicts

********************
You have spawned too many entities in the map from script.
Perhaps there can also be to many entities compiled into the map. jv_map suggested in a thread that there is a 1024 entiy limit for a map.
SOLUTION: Remove some entities from the map and/or spawn fewer entities.
-------------------------------------------------------------------------------

Personally I eccountered this error when spawning func_beam's to mark the locations of spawns while developing a map ( I drew each spawn with 12 beams, and had a lot of spawns :roll: :) )
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jv_map
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Post by jv_map »

You can also change the 'maxentities' cvar :wink:
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diego
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Re: Entity reached from outside -- No Filling -- Leaked!

Post by diego »

Bjarne BZR wrote:
Nuke wrote:Entity reached from outside -- No Filling -- Leaked!
Anyone know what this means and how I can fix it ???
:cry:
You have a leak from the outside of the map to the inside. Get into radiant, select "Pointfile..." from the File menu, you will now see a red line from the void into your map.
I just had this problem tonight. Pointfile didn't show me any errors. However, I had my Skybox pushed all the way to the absolute end of the grid. I moved it back in 32 units and that fixed my problem.
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Mj
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Post by Mj »

Found a brand new error :(

Code: Select all

MAX_ORIGINAL_EDGES
I was trying to indiemap a temple (individually map each brick)

I guess the solution is to delete some...

EDIT:

found Tltrudes post:
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.
Goodbye bricks :cry:
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Post by jv_map »

(Splitted some posts here to keep thread tidy)

http://dynamic.gamespy.com/%7Emap/mohaa ... hp?t=10499
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cubus
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old game, new error???

Post by cubus »

error:
WARNING: static model brush [mins = (-184.0 -200.0 160.0), maxs = (176.0 208.0 688.0)] outside map bounds
WARNING: static model brush [mins = (0.0 0.0 320.0), maxs = (116.0 116.0 1120.0)] outside map bounds
WARNING: static model brush [mins = (-116.0 0.0 320.0), maxs = (0.0 116.0 1120.0)] outside map bounds
solution:???

because my skybox is useing the wohle grid in X, Y and Z direction, i expect some other sort of errors, but not this one. i check map-file many times for this coordinates, also checking in script-editor for finding this strings in one line...... still nothing.

anybody got an idea????
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Post by lizardkid »

means you have 3 entities outside the skybox. move any large trees, rocks, or anything else big that's an entity down a bit.
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cubus
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Post by cubus »

thanks for quick answer...............

large tree's !!!!!!!! hmmm. must be rainforrest tree's???

will try.........
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Post by cubus »

cool, you right.
at least i find some tree's close to a skyboxcorner on groundbrush. the trees placed inside map, but branches grow outside. groundbrush located z -4000.
so i think, the coordinates are not from the map-file, they belong to the model-file.. do you think, that i'am right?
Stuffinator
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Please, someone HELP ME with MoHRadiant compiling.

Post by Stuffinator »

Whenever I use MoHRadiant and compile it by clicking the bsp_BSP button i get this error message underneath my screen: Running bsp command...

q3map -v -gamedir ../mohaa/ D:\EAGAMES\MOHAA\main\maps\LOL TEST.map


D:\EAGAMES\MOHAA\main\maps>q3map -v -gamedir ../mohaa/ D:\EAGAMES\MOHAA\main\maps\LOL TEST.map

---- q3map ----

verbose = true



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



Q3MAP Version 1.34



-info - get information about the map

-light - get taunted

-vis - perform vising on the map



BSP options

-threads [num] - specify how many threads to use

-v - verbose

-nowater

-nofill

-nodetail

-nohint

-fulldetail

-onlyents

-onlytextures

-nosubdivide

-leaktest

-verboseentities

-nocurves

-notjunc

-expand

-detailterrainborders - force terrain mesh boundaries to be flagged max detail

-tmpout

-fakemap

-all

-fast

-nomerge

-snapdistance [distance] - vertex coordinates within [distance] of a grid point

will get snapped to the grid. Default = 0.1

-lightmapdensity [density]

-smoothangle [angle] - vertex angles less than this will get smoothed

-gamedir [gamedir] - file path to the game executable

-moddir [moddir] - mod subdirectory of gamedir

-blocksize [size] - bsp chopped up into blocks of size [blocksize].

blocksize 0 disables this option. Default = 1024

-chopblocklast - do blocksize chops after other chops

-nomanvis - disable manual vis

-nostatic - disables The Addition of Static Collision Masks to the scene

-visiblestatic - makes the Static Collision Masks use a visible shader




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




Can anyone tell me what to do about this???
I really dont get it, I followed the tutorial to the letter.


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At0miC
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Post by At0miC »

Remove the space in your map's name.
Stuffinator
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Thnx it worked, but...

Post by Stuffinator »

Yeah, thnx it worked, but I have another question.

When i make a door. (I use the entity func_rotatingdoor)
The door seems to rotate from the middle of the door, instedd of the side of the door. I cant fix it.
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At0miC
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Post by At0miC »

Give the door an origin.

Read this tutorial: http://dynamic.gamespy.com/%7Emap/mohaa/t.php?id=24 (rotating doors)

be sure the door + origin are the same func_rotatingdoor

g/l
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