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Compiling Errors - List 'em and their solutions

Posted: Thu Mar 27, 2003 12:16 pm
by Surgeon
Basically this thread it a place to gather together all the known compiling errors and the possible solution/s to these errors....I'll update the list (or any of the mods will)

-------------------------------------------------------------------------------
ERROR: Map won't load

There could be a number of problems including :
- No Player spawn point
- Conflicting custom .pk3's


SOLUTION: Make sure you always have some kind of player spawn poin in your maps. Also remove all custom .pk3 files from your main directory because conflicts occur.
-------------------------------------------------------------------------------
ERROR: MAX_POINTS_ON_WINDING exceeded

There are too many vertices repeating themselves along a single axis (ie you have an extremely long single brush). It can also mean you have a "brush side polygon" somewhere with more than 64 corner points.

SOLUTION: Find the offending brush (edit -> find entity/brush, and enter the brush number.) and either delete it or cut it into smaller pieces.
-------------------------------------------------------------------------------
ERROR: MAX_SURFACE_INFO

There is too much shader data in the scripts folder.

SOLUTION: Remove custom pk3s
-------------------------------------------------------------------------------
ERROR: MAX_MAP_LIGHTING

One light affects too many surfaces.

SOLUTION: Improve vis design by using
vis_leafgroups, hint brushes and / or areaportals.
-------------------------------------------------------------------------------
ERROR: DOWNGRADING TO OLD ANIMATION FORMAT

You've used an old model in your map. Possibly the .skc file in
the /newanim folder is missing. These models will generally suffer
from severe LOD changes, causing them to look crap from far
away and at lower detail settings.


SOLUTION: Use an other model or don't mind.
-------------------------------------------------------------------------------
ERROR: LoadPortals: NumVisBytes xxxxxxx exceeds 2097152

The visdatasize has grown out of hand. This is caused by a too high number or poor layout of structural brushes.

SOLUTION: Turn some brushes into details to solve this problem.

Suggested reading: Vis for Dummies (by TheStorm).
-------------------------------------------------------------------------------
ERROR: Coudn't find 'models/xxx/xxx.map'

The model you're using doesn't have a model map in pak0.pk3. Therefore this model will be non-solid in game.

SOLUTION: Create your own model map by following the instructions of the Model Maps tutorial.
-------------------------------------------------------------------------------
ERROR: WARNING: Entity xxx of type 'xxxx' leaked

Not sure why the compiler complains about this. It seems to happen when you clone entities (space bar).

SOLUTION: Recreate the entities that cause the problem. Find them in Radiant by using the misc -> find entity / brush function.
-------------------------------------------------------------------------------
ERROR: Backwards tree volume

This error appears in multiple situations, if:
- Your map is not fully enclosed (it leaks).
Pantera wrote:You get a backwards tree volume error instead of a leak when the compiler can't plot a course from the first entity to the point of the error, to place in the point file. This probably means the entity was exposed to the void. If it had been inside a building and the compiler could plot a course through the building to the void, it would have valid point file data and a leak.

- You have a bad brush somewhere. Hard to trace, possibly it's the terrain if you have some.


SOLUTION: Make sure you have a structural skybox if you're working on an outside map. In general make sure there's no leaks. If the error persists, you can use Rogue's plug-in to purge bad polygons. Just extract the file to a /plugin folder within your Radiant directory.
-------------------------------------------------------------------------------
ERROR: MatchToken Error ({) failed at line xxx of xxx

You have an invalid .shader file in the scripts folder. If you haven't written a shader yourself, this is most likely caused by a custom shader. Otherwise, check your shader at the given line number. Make sure the number of {s equals the number of }s.

SOLUTION: Remove custom pk3s. If this doesn't help, check the shader that produced the error.
-------------------------------------------------------------------------------
ERROR: TIKI_InitTiki: could not find surface 'xxx' in 'models/xxx/xxx.tik' (check referenced skb/skd files).

This TIKI file contains errors. Even happens to certain original TIKIs.

SOLUTION: Ignore :).
-------------------------------------------------------------------------------
ERROR:
WARNING: node without a volume
node has x tiny portals
node reference point xxx xxx xxx

Another invalid brush error. Infinite brushes cause this error.

SOLUTION: Find the brush at the given reference point and remove it. Or use a plugin (e.g. Rogue's) to remove the brush.
-------------------------------------------------------------------------------
ERROR: FloatPlane: bad normal

Somehow you've created an invalid brush in your map. At least one face of this brush will be invisible in game. This usually is the result of careless vertex-editing.

SOLUTION: Use a plugin (e.g. Rogue's) to remove bad brushes. Be careful with vertex editing in the future ;)
-------------------------------------------------------------------------------
ERROR: Entity xxx, Brush xxx: degenerate plane

A degenerate plane is created by using the vertex editing feature in a wrong way. This error can result in very weird glitches, including random faces all over your map and infinite brushes.

SOLUTION: Use a plugin (e.g. Rogue's) to remove the given brush. Be careful with vertex editing in the future.
-------------------------------------------------------------------------------
ERROR: Entity xxx, Brush xxx: duplicate plane

One brush has at least two identical faces, causing overdraw and thus lower framerates in game. This happens when you draw two edges over each other in the editor, for example to make a 3-sided brush out of a 4-sided one. If you want to do this, use the ctrl + 3 method instead.

SOLUTION: Recreate the brush or use a plugin (e.g. Rogue's) to remove it. Never draw two edges over each other anymore.
-------------------------------------------------------------------------------
ERROR: No such file or directory

Chances are that one of your MBuilder paths points to the wrong directory or is just wrong

SOLUTION: Check that all your MBuilder / batch file paths are correct.
-------------------------------------------------------------------------------
ERROR: max_patch_planes

theres too many patch meshes in the map, or too many faces on all the patch meshes.

SOLUTION: Delete some patches, or replace them with less complex ones [theres an option in the curve menu to decrease complexity i think]
-------------------------------------------------------------------------------
WARNING: Leaf portals saw into leaf:

This is a warning more than an actual error. It is caused by rounding errors in calculating the surface of non-axial planes. If you have a lot of brushes with sculpted surfaces (like Gensurf terrain), you are going to get a number of these errors. If you have little brushes with lots of clipping, you will get this error, too.

Where this error has some significance is when you know you didn't do any brush sculpting. It still won't hurt you, but means there's something going on you didn't know about.

Note: this error may also cause random disappearing of faces, i.e. brushes that are present in radiant do not show up in game. If this happens, try making the disappearing brushes and adjacent brushes detail.


SOLUTION: Often can be fixed by turning tiny or highly complex structural brushes into detail brushes. Unfortunately the compiler doesn't tell which brush caused the error. Look for structural brushes with odd shapes.

compile errors would not compile

Posted: Sat Mar 29, 2003 3:52 pm
by HUNTER--{A}--
Had this one: Exceeded numvisbytes.

Problem was had the map "diced up" with too many walkable buildings that I could not "seal" with area portals.

Solution: Removed some buildings and replaced them with solid brushes or static objects.

Re: compile errors would not compile

Posted: Sun Mar 30, 2003 8:44 pm
by wacko
HUNTER--{A}-- wrote:Had this one: Exceeded numvisbytes.
...
Solution: Removed some buildings and replaced them with solid brushes or static objects.
I'd rather do as said above (I hate closed doors!!!)

Re: compile errors would not compile

Posted: Sun Mar 30, 2003 8:51 pm
by wacko
Wacko wrote:
HUNTER--{A}-- wrote:Had this one: Exceeded numvisbytes.
...
Solution: Removed some buildings and replaced them with solid brushes or static objects.
I'd rather do as said above (I hate closed doors!!!)


How about:
WARNING: Could not find 'models/xxxxx/xxxxxxxx.map'
This model is in the map afterwards, so what?

Posted: Mon Mar 31, 2003 10:44 pm
by Bjarne BZR
I've got an explanation ( and a solution ) of the fairly common, and often ignored "WARNING: Entity 445 of type 'light' leaked" in my tutorial that can be found here.

Posted: Sat Apr 05, 2003 11:18 am
by panTera
in addition to the:
ERROR: "Backwards tree volume":
You can also use Rogue's plug-in to purge bad polygons. (Dowload Plugins. Usage: extract to ..\MOHAATools\plugins).

extra info:
You get a backwards tree volume error instead of a leak when the compiler can't plot a course from the first entity to the point of the error, to place in the point file. This probably means the entity was exposed to the void. If it had been inside a building and the compiler could plot a course through the building to the void, it would have valid point file data and a leak.

[edited:] No problem. btw this was a cut & paste from Balr14's post :roll:

Posted: Sat Apr 05, 2003 3:14 pm
by NoTarget
Here is my BIG problem!

I have posted the problem here also:

viewtopic.php?t=2498

I can't load ANY .map file out there!
My mohradiant get this Error everytime i try to load a map:

parsing brushParseEntity: { not found

Because of this i can't load my full map,, only 1% of it :evil: :evil:


/NoTarget

Posted: Sun Apr 06, 2003 12:04 am
by panTera
NoTarget wrote:My mohradiant get this Error everytime i try to load a map:
parsing brushParseEntity: { not found
Although it's a big problem it's not a compile error. Try to reinstall the game if it's not a Radiant error. It seems that Radiant cannot load all the information (i.e. map's textures, entities) for your map (?)

Posted: Sun Apr 06, 2003 4:01 pm
by NoTarget
I have reinstall the MOHAA, didn't help.
I sendt my map to others people, and they can open it :?
But not me :x

Posted: Mon Apr 07, 2003 3:35 am
by mohaa_rox
Then it's the map problem. :(

Posted: Mon Apr 07, 2003 3:15 pm
by $ilver@cer
Notarget
I have reinstall the MOHAA, didn't help.
I sendt my map to others people, and they can open it
But not me
mohaa_rox
Then it's the map problem.. :(
:idea: It's not a map problem, otherwise other people couldn't load the map either..., so it must be a MohRadient problem, or your .pk3's are messed up.

First ### Clean up you MohAA (reinstall, if needed), and make sure there are no custom .pk3's in your \main dir.
Second ### Remove everything from MohRadient and tools..., re?nstall it and don't change any settings....

Goodluck,
$iver@cer[/b]

Posted: Mon Apr 07, 2003 3:19 pm
by mohaa_rox
$ilver@cer wrote: JvMapper
Then it's the map problem.. :(
:idea: It's not a map problem, otherwise other people couldn't load the map either..., so it must be a MohRadient problem, or your .pk3's are messed up.
No, i was referring to NoTarget, about not being able to open the map, and other ppl couldn't open it too. So it must be

1)Radiant
2)Map error

BTW, I wrote that and i' ain't jvmapper. :wink:

Read more carefully, please...

Posted: Mon Apr 07, 2003 3:33 pm
by $ilver@cer
First off, Sorry jv_mapper i corrected it tough..! :roll:

Second thing, i think you should go back a little and read again what NoTarget said...as i'll quote
,and they can open it
They can open it, so i suspect the problem isn't in the map itself. So it must be MohRadient... :?:

cheers,
$ilver@cer

Posted: Mon Apr 07, 2003 3:42 pm
by mohaa_rox
:oops: :oops: Didn't see that, or misread. Then it's Radiant.

Posted: Fri Apr 11, 2003 5:18 am
by -Gandalf-
how about this one

TIKI_InitTiki: could not find surface 'bunkerchair2' in 'models/furniture/bunker
chair.tik' (check referenced skb/skd files).

TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_small_sem
icircle.tik' (check referenced skb/skd files).