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Compile Errors

Posted: Sat May 29, 2004 10:56 am
by Kate
Hi again everyone,

Well it didn't take long for me to need help again :oops:

Ok I made a small map with 2 buildings so far one a large shed type building for storing vehicles, the other a bunk house for storing soldiers :D I did the patch mesh outside the buildings like Tom Trude explained in a previous post. and all compiled fairly ok.

I downloaded small sumo's monastery bot map and placed the script, bot and map pk3's in main. After trying that for a while I went back to my map added some light and a player start. when I compiled I got the error MAX_SURFACE_INFO i took the light & player back out and still got that error so i tried compiling a test map I had previously made with no errors and that gave the same MAX_SURFACE_INFO error. so I know it wasnt the map.

I made a copy of my mohaa folder from my D: drive and place the copy on my E: drive I then deleted all my custom PK3 files and told Mbuilder to use this new copy to compile from. The MAX_SURFACE_INFO has now gone. Do custom PK3 files affect the compile? if so is there a better way to get round this or do I need two versions of Mohaa 1 for mapping and the 2nd for playing?

I also get the following errors:

WARNING: Could not find 'models/static/corona_util.map' I used the static corona util for my light. I placed a static lamp covered short wire then put the static corona followed by the light entity

***ERROR****
LoadPortals: Couldn't read D:\progra~1\eagame~1\mohaa\maps\dm\testmap.prt is this because I havent done a skybox yet? I still only have 2 buildings and a bit of patch mesh between the buildings? what is the prt file?

Sorry this post goes on a bit

Many thanks - Kate

Posted: Sat May 29, 2004 2:42 pm
by blue60007
the MAX_SURFACE_INFO error means there is too much shader data, caused by too many custom pk3's.


This error: WARNING: Could not find 'models/static/corona_util.map'

can be ignored. Basically there is no file defining colision for that model. Something like that doesn't matter on a model like a corana.


You may have noticed a

****************
***LEAKED******
***************

error eariler? You'll need a skybox to seal off the world from the void. Everything is built in a void, but no entities should be able to see the void. If you were to look at the void, you'd see a smeared screen and it would look a bit funky...

Posted: Sat May 29, 2004 3:43 pm
by Krane
You can make a temp folder in your desktop and put all custom pk3 there, while you're compiling and working on Radiant. After the compile is done, you can put it back.

Posted: Sat May 29, 2004 4:14 pm
by Kate
Once again you guys have been great

Thanks for all the help - Kate

Posted: Sat May 29, 2004 8:11 pm
by M&M
check out the compiler errors sticky .it has alot of solutions for errors like these (including this one)

tips of the day might be helpful too while ur at it :wink: