Page 9 of 13
Posted: Tue Jun 15, 2004 2:50 am
by NACF-URBAN
BUT THE MAP WONT SHOW UP!!!
Posted: Tue Jun 15, 2004 4:23 am
by lizardkid
checklist....
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

if your map doesnt load and seems to go through a quick c...
Posted: Wed Jun 16, 2004 4:43 pm
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!
Max_Original_Edge
Posted: Fri Jun 18, 2004 4:01 pm
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.
Posted: Sun Jul 04, 2004 1:24 pm
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.
Posted: Mon Jul 05, 2004 5:18 am
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...
Read
Posted: Mon Jul 05, 2004 7:59 am
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.
-------------------------------------------------------------------------------
Posted: Mon Jul 05, 2004 11:37 am
by carlpenn
Posted: Mon Aug 02, 2004 8:56 pm
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
and it never does make a .bsp when its done doin its thing,sorry for posting a problem instead of a solution.
Posted: Mon Aug 02, 2004 10:23 pm
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
Posted: Sun Aug 08, 2004 3:33 am
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.
Posted: Fri Sep 03, 2004 9:07 am
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
.map
Posted: Fri Sep 03, 2004 9:21 am
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.
Re: Read
Posted: Fri Sep 03, 2004 10:15 am
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.
Posted: Fri Sep 03, 2004 10:28 am
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.