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q3:ошибки_компиляции [23.03.2010 15:55]
GT-Agressor
q3:ошибки_компиляции [06.07.2020 03:50] (текущий)
Строка 263: Строка 263:
  
  
-**Error: stylenum == MAX_SWITCHED_LIGHTS +**Error: stylenum == MAX_SWITCHED_LIGHTS** 
-Info: + 
-I have placed some lights with targets (I do not know exactly if it causes the problem or not). Then when I complied I got this error:+Info: I have placed some lights with targets (I do not know exactly if it causes the problem or not). Then when I complied I got this error:
  
 stylenum == MAX_SWITCHED_LIGHTS stylenum == MAX_SWITCHED_LIGHTS
Строка 276: Строка 276:
  
  
-**Error: Line 178 is incomplete +**Error: Line 178 is incomplete**
-Info: +
-Line 178 is incomplete+
  
 Fix: Fix:
 I got that single error when I tried to BSP. I checked the .map file in a text editor, tried recreating brushes, etc, etc... I got that single error when I tried to BSP. I checked the .map file in a text editor, tried recreating brushes, etc, etc...
  
-Turns out it was one of the Shader files. In line 178 I used surfaceparm without a parameter. You would never guess it from the error message. [[AF]haste]+Turns out it was one of the Shader files. In line 178 I used surfaceparm without a parameter. You would never guess it from the error message. ([AF]haste)
  
  
  
-**UnmatchedToken "({)" +**UnmatchedToken "({)"** 
-Info:+ 
 + 
 +**Info:**
 I have a weird error. It started when I did something simple - retexturing two faces to caulk. Well, after I finished retexturing the second face, Radiant crashed (I have GTKradiant v1.1.1, and I do not remember the error message. I get them all the time).  I have a weird error. It started when I did something simple - retexturing two faces to caulk. Well, after I finished retexturing the second face, Radiant crashed (I have GTKradiant v1.1.1, and I do not remember the error message. I get them all the time). 
  
Строка 297: Строка 297:
 (or something) and Radiant crashes again. I load it up a second time, same error, but about a different line. I open up the .map file in a text editor and find weird characters (e.g. éµÄ`æ¶), so, being that I had this stuff before, I deleted the brushes. [Pathogen] (or something) and Radiant crashes again. I load it up a second time, same error, but about a different line. I open up the .map file in a text editor and find weird characters (e.g. éµÄ`æ¶), so, being that I had this stuff before, I deleted the brushes. [Pathogen]
  
-Fix:+**Fix:** 
 An unmatched token message means that there is a "{" that lacks a matching "}" (or vice versa). The most frequent cause seems to be something going wrong at the very start of the .map file where the worldspawn info is. Open that .map file in a text editor, find an uncorrupted .map file, and copy over the missing info. You might also be able to use the map's .bak file to the same end provided there is nothing wrong with it. [Anwulf] An unmatched token message means that there is a "{" that lacks a matching "}" (or vice versa). The most frequent cause seems to be something going wrong at the very start of the .map file where the worldspawn info is. Open that .map file in a text editor, find an uncorrupted .map file, and copy over the missing info. You might also be able to use the map's .bak file to the same end provided there is nothing wrong with it. [Anwulf]
  
  
  
-**Error: MAX_MAP_BRUSHSIDES +**Error: MAX_MAP_BRUSHSIDES**
-Info: +
-ERROR: MAX_MAP_BRUSHSIDES [anon.]+
  
-Fix:+**Fix:**
 You have a brush that is too complex. [anon.] You have a brush that is too complex. [anon.]
  
Строка 313: Строка 312:
  
  
-**Error: AllocWinding failed: MAX_POINTS_ON_WINDING exceeded +**Error: AllocWinding failed: MAX_POINTS_ON_WINDING exceeded** 
-Info:+ 
 +**Info:**
 What does this mean [mehoo]: What does this mean [mehoo]:
  
-Code:+**Code:**
 **** ERROR **** **** ERROR ****
 AllocWinding failed: MAX_POINTS_ON_WINDING exceeded AllocWinding failed: MAX_POINTS_ON_WINDING exceeded
  
-Fix:+**Fix:**
 Imagine the first square is you looking at the end of a brush. The face has 4 vertices. Imagine the first square is you looking at the end of a brush. The face has 4 vertices.
  
Строка 330: Строка 330:
  
  
-**Error: MAX_MAP_LIGHTING +**Error: MAX_MAP_LIGHTING**
-Info: +
-What does this mean [anon.]:+
  
-****Error MAX_MAP_LIGHTING**** +**Fix:**
- +
-Fix:+
 The "LIGHTING" part of MAX_MAP_LIGHTING refers to the lightmaps created for the map. The "LIGHTING" part of MAX_MAP_LIGHTING refers to the lightmaps created for the map.
  
Строка 348: Строка 344:
 There are two solutions to this problem: There are two solutions to this problem:
 Easy but lower quality, use 32*32units per LM pixel resolution. Easy but lower quality, use 32*32units per LM pixel resolution.
-Code:+ 
 +**Code:**
 q3map -samplesize 32 <mapname> q3map -samplesize 32 <mapname>
 q3map -vis -saveprt <mapname> q3map -vis -saveprt <mapname>
Строка 364: Строка 361:
  
  
-**Error: MAX_SUBMODELS Exceeded +**Error: MAX_SUBMODELS Exceeded** 
-Info:+ 
 +**Info:**
 I got this message while I was loading up my map [darkalan]: I got this message while I was loading up my map [darkalan]:
  
 MAX_SUBMODELS exceeded MAX_SUBMODELS exceeded
  
-Fix:+**Fix:** 
 Believe it or not, the error is more related to entities, not models. Correct me if I am wrong, but I think you are limited to 255 brush entities. If you exceed that amount, you will get the MAX_SUBMODLES exceeded error. Keep in mind that you can make one brush entity out of several brushes, and it only counts as one. [Grand Nagus] Believe it or not, the error is more related to entities, not models. Correct me if I am wrong, but I think you are limited to 255 brush entities. If you exceed that amount, you will get the MAX_SUBMODLES exceeded error. Keep in mind that you can make one brush entity out of several brushes, and it only counts as one. [Grand Nagus]
  
  
  
-**Error: Chose a 0 valued axis +**Error: Chose a 0 valued axis** 
-Info:+ 
 +**Info:** 
 What does this mean: What does this mean:
  
-Code:+**Code:** 
 **** ERROR ****  **** ERROR **** 
 Chose a 0 valued axis Chose a 0 valued axis
  
-Fix:+**Fix:** 
 This error occurs when you try to Cap a cone. The problem is that the top of the cone gets a 0*0 cap. So... remove the top (read small) cap of that cone. [Hr.O] This error occurs when you try to Cap a cone. The problem is that the top of the cone gets a 0*0 cap. So... remove the top (read small) cap of that cone. [Hr.O]
  
  
  
-**Mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL +**Mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL** 
-Info:+ 
 +**Info:** 
 I get I get
  
-mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL+ mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL
  
 when compiling my map. Though it tells me the entity and brush number, I cannot get rid of this message, because deleting the brush does not seem to affect this message, it just mentions another brush which "has" mixed contents. when compiling my map. Though it tells me the entity and brush number, I cannot get rid of this message, because deleting the brush does not seem to affect this message, it just mentions another brush which "has" mixed contents.
Строка 398: Строка 403:
 I selected my whole level and made it Detail, than I built a big Brush -> CSG Make Hallow -> func_group -> Make Structural. That is the way everybody does it, maybe my map file is messed up? And selecting the whole level again -> Make Detail makes no difference. [libertyforrest] I selected my whole level and made it Detail, than I built a big Brush -> CSG Make Hallow -> func_group -> Make Structural. That is the way everybody does it, maybe my map file is messed up? And selecting the whole level again -> Make Detail makes no difference. [libertyforrest]
  
-Fix:+**Fix:** 
 Someone here got it once by turning hint brushes into detail. Someone here got it once by turning hint brushes into detail.
  
-Info:+**Info:** 
 That is exactly what happened. I did not filter the hint brushes when selecting and turning them into detail by accident. Now I have a clean compile. [libertyforrest] That is exactly what happened. I did not filter the hint brushes when selecting and turning them into detail by accident. Now I have a clean compile. [libertyforrest]
  
  
  
-**Full Bright Map (OverBright) +**Full Bright Map (OverBright)** 
-Info:+ 
 +**Info:** 
 Every level I build in Q3Radiant - after compiling it - is  Every level I build in Q3Radiant - after compiling it - is 
  
Строка 414: Строка 423:
 and I cannot seem to fix this. I do not remember what option I changed, but I have reinstalled Radiant 3 times and even though I put no lights in my level the world is full bright. Only my gun is dark - the way it should be. [anon.] and I cannot seem to fix this. I do not remember what option I changed, but I have reinstalled Radiant 3 times and even though I put no lights in my level the world is full bright. Only my gun is dark - the way it should be. [anon.]
  
-Fix: +**Fix:**
-There is a known bug that happens when your map is very small. Making it bigger will definitely help. You can also load your map in debug mode (on console type /devmap mapname), then when your map loads, type /give all. Then switch to the BFG and magically the lighting pops in. [anon.]+
  
 +T**Полужирный шрифт**here is a known bug that happens when your map is very small. Making it bigger will definitely help. You can also load your map in debug mode (on console type /devmap mapname), then when your map loads, type /give all. Then switch to the BFG and magically the lighting pops in. [anon.]
  
  
-**Error: iKernel.exe + 
-Info:+**Error: iKernel.exe** 
 + 
 +**Info:** 
 I get a strange error when I try to install GTKradiant v1.2.1. The install program throws up a  I get a strange error when I try to install GTKradiant v1.2.1. The install program throws up a 
  
Строка 427: Строка 439:
 error. Anyone seen this before? [miez] error. Anyone seen this before? [miez]
  
-Fix:+**Fix:** 
 I have had this error in the past when trying to install from a "corrupted" copy of the program - usually when trying to install from a CD backup of the app. I found that either re-downloading the app or copying it (from the CD) onto the harddrive usually solved the problem. Seems especially so under Win98! I have had this error in the past when trying to install from a "corrupted" copy of the program - usually when trying to install from a CD backup of the app. I found that either re-downloading the app or copying it (from the CD) onto the harddrive usually solved the problem. Seems especially so under Win98!
- 
  
  
 How to reduce long Compile Times? How to reduce long Compile Times?
-Info:+ 
 +**Info:** 
 I do not get an error exactly, vis gets to the 4... in the last count, then it stops, I checked the Task Manager and the process shows the "System idle process" at %99 and q3map at 0%. I do not get an error exactly, vis gets to the 4... in the last count, then it stops, I checked the Task Manager and the process shows the "System idle process" at %99 and q3map at 0%.
  
Строка 440: Строка 454:
 -fast vis works, it is only when I try full vis that it does not. The only errors I get are about 50 duplicate planes, (which the manual says is only a problem for .aas, yes I know amazing, someone who actually checks the manual first). Anyone have any ideas? [Mortal] -fast vis works, it is only when I try full vis that it does not. The only errors I get are about 50 duplicate planes, (which the manual says is only a problem for .aas, yes I know amazing, someone who actually checks the manual first). Anyone have any ideas? [Mortal]
  
-Fix:+**Fix:** 
 Scratch that, got it worked out, let this be a lesson to other beginners: Use detail brushes! Scratch that, got it worked out, let this be a lesson to other beginners: Use detail brushes!
  
-Note: I will try to sum it up in a few sentences if I can Mortal.... Select all the brushes in your map that do not touch the void and are not part of walls, ceilings and floors (these brushes usually touch the void). When you have everything selected, hit Ctrl + M (Make Detail). Once a brush has been converted to detail, it will not be considered during the vis compile stage. +**Note:** 
 + 
 +I will try to sum it up in a few sentences if I can Mortal.... Select all the brushes in your map that do not touch the void and are not part of walls, ceilings and floors (these brushes usually touch the void). When you have everything selected, hit Ctrl + M (Make Detail). Once a brush has been converted to detail, it will not be considered during the vis compile stage. 
  
 Right now, it seems that every brush in your map is considered during the vis stage... which has a maximum visdatasize of 2 MB. Convert everything I mentioned to detail and your map will compile the vis stage in a few seconds. [GONNAKILLYA!] Right now, it seems that every brush in your map is considered during the vis stage... which has a maximum visdatasize of 2 MB. Convert everything I mentioned to detail and your map will compile the vis stage in a few seconds. [GONNAKILLYA!]
Строка 449: Строка 466:
  
  
-**Error: MAX_POINTS_ON_WINDING +**Error: MAX_POINTS_ON_WINDING** 
-Info: + 
-MAX_POINTS_ON_WINDING error [anon.]+**Fix:**
  
-Fix: 
 I have found a solution to the MAX_POINTS_ON_WINDING error, and it does not involve deleting any brushes. Use the -meta switch in your BSP compile, and the error does not pop up. I do not know why, do not know how, just know that it works. I have found a solution to the MAX_POINTS_ON_WINDING error, and it does not involve deleting any brushes. Use the -meta switch in your BSP compile, and the error does not pop up. I do not know why, do not know how, just know that it works.
  
  
  
-Error: Duplicate Planes +**Error: Duplicate Planes** 
-Info:+ 
 +**Info:** 
 The q3map2 compiler works on this error fine. If you are using too much Drag Edges then you get this error though [reptile]: The q3map2 compiler works on this error fine. If you are using too much Drag Edges then you get this error though [reptile]:
  
-Code:+**Code:** 
 ***ERROR*** <insert error message here> ***ERROR*** <insert error message here>
  
-Fix:+**Fix:** 
 You will probably find you have got some corrupted brushes somewhere if that is the reason you think the error is happening. I take it you have used the bobToolz to clean up the brushwork (Plugins menu, bobToolz, Brush Cleanup)? If you are still getting errors then you may need to go through the map and check the brushwork you have been dragging around and manually fix any bad brushes. You will probably find you have got some corrupted brushes somewhere if that is the reason you think the error is happening. I take it you have used the bobToolz to clean up the brushwork (Plugins menu, bobToolz, Brush Cleanup)? If you are still getting errors then you may need to go through the map and check the brushwork you have been dragging around and manually fix any bad brushes.
  
  
  
-**Error: LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA image +**Error: LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA image** 
-Info:+ 
 +**Info:** 
 I have the following compile error after loading the shaders: I have the following compile error after loading the shaders:
  
-Code:+**Code:** 
 **** ERROR **** **** ERROR ****
 +
 LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported. LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported.
  
Строка 481: Строка 505:
 How can I find out which .tga file does not fit? [Strahlemann] How can I find out which .tga file does not fit? [Strahlemann]
  
-Fix:+**Fix:** 
 It is quite possibly not a .tga file at error here but more likely you have got a .jpg in your working directory that is been saved with Progressive Compression which Q3 does not like. Resave the image without and you should be OK. [anon.] It is quite possibly not a .tga file at error here but more likely you have got a .jpg in your working directory that is been saved with Progressive Compression which Q3 does not like. Resave the image without and you should be OK. [anon.]
  
  
  
-**Shaders not working and Missing Textures In-game? +**Shaders not working and Missing Textures In-game?**
-Info: +
-What to do when textures are missing in the game?+
  
-Fix:+**Fix:**
 I added some shaders to the Q3Threewave assets pak, there are some jumppads in there with red and blue glowing circles, but the ones I need for my map are not in there. I copied the shader, placed it in my own shader file and changed the source texture. I added some shaders to the Q3Threewave assets pak, there are some jumppads in there with red and blue glowing circles, but the ones I need for my map are not in there. I copied the shader, placed it in my own shader file and changed the source texture.
  
Строка 502: Строка 525:
 Check if the shaders work in game now. Check if the shaders work in game now.
  
-Comment: I have the feeling this is a priority problem, e.g. the same shader name in scripts\ superseding the one mentioned above, and that once in a .pk3 file the "right" shader is actually read first. [AEon]+**Comment:** 
  
 +I have the feeling this is a priority problem, e.g. the same shader name in scripts\ superseding the one mentioned above, and that once in a .pk3 file the "right" shader is actually read first. [AEon]
  
  
-**Warning: RE_Add Poly To Scene: Null Shader + 
-Info:+**Warning: RE_Add Poly To Scene: Null Shader** 
 + 
 +**Info:** 
 After doing a compile I tried to run the new map and half my textures were missing. In the console I was getting this message repeatedly: After doing a compile I tried to run the new map and half my textures were missing. In the console I was getting this message repeatedly:
  
Строка 514: Строка 541:
 Anyone know what I need to do to fix this? I did not do many changes since my last compile. Mostly added some clip textures to a few spots and made a few small new areas. [Pennywise] Anyone know what I need to do to fix this? I did not do many changes since my last compile. Mostly added some clip textures to a few spots and made a few small new areas. [Pennywise]
  
-Fix:+**Fix:** 
 SOF2 may be using an older version of the compiling software. As a part of the Team Arena code, id redid the way that shaders are loaded. Broken shaders were treated as bad script code and broke the game and had to be fixed or removed if they were in the user's game folder.  SOF2 may be using an older version of the compiling software. As a part of the Team Arena code, id redid the way that shaders are loaded. Broken shaders were treated as bad script code and broke the game and had to be fixed or removed if they were in the user's game folder. 
  
Строка 523: Строка 551:
  
  
-**Error: Backwards Tree Volume +**Error: Backwards Tree Volume** 
-Info: + 
-ERRORBackwards Tree Volume +**Fix:**
  
-Fix: 
 I fixed the error turning all brushes touching the void to structural brushes. [HeavyBlade] I fixed the error turning all brushes touching the void to structural brushes. [HeavyBlade]
  
Строка 533: Строка 560:
  
  
 +**sp_worldspawn: 1st Entity is not 'worldspawn'**
 +
 +**Info:**
  
-**sp_worldspawn: 1st Entity is not 'worldspawn' 
-Info: 
 I was just remaking a map I have done for another game, I put in a jumppad and a deathmatch start point, when I try to start it in Quake3 I get: I was just remaking a map I have done for another game, I put in a jumppad and a deathmatch start point, when I try to start it in Quake3 I get:
  
Строка 544: Строка 572:
 [Edit] I was using Q3radiant instead of GTKradiant, the error might not happen now. [measter] [Edit] I was using Q3radiant instead of GTKradiant, the error might not happen now. [measter]
  
-Fix:+**Fix:** 
 The 'worldspawn' entry at the top of your .map file is missing. Open up an older version of the map in a text editor and copy the 1st line (or copy what you see in that one that is not present in the latest .map file), paste it into place at the top of the newer file and save. The 'worldspawn' entry at the top of your .map file is missing. Open up an older version of the map in a text editor and copy the 1st line (or copy what you see in that one that is not present in the latest .map file), paste it into place at the top of the newer file and save.
  
Строка 550: Строка 579:
  
  
-**Make sure to make a backup before you do this so you can go back if it totally borks up as has been known to happen.+**Make sure to make a backup before you do this so you can go back if it totally borks up as has been known to happen.** 
 + 
 +**Info:**
  
-Info: 
 Works fine now that I got GTKradiant, though I did have to start the map again. [measter] Works fine now that I got GTKradiant, though I did have to start the map again. [measter]
  
Строка 562: Строка 592:
  
  
 +**Compile Time too short to follow Console Output**
 +
 +**Info:**
  
-**Compile Time too short to follow Console Output 
-Info: 
 Compiling my maps from GTKradiant works at times. But sometimes it just closes when I try to compile it with anything other than "BSP". It starts to do something but then closes. I have this problem when compiling any map. I have even tried deinstalling GTKradiant and then installing it again. What is going on? [sk8rocksam] Compiling my maps from GTKradiant works at times. But sometimes it just closes when I try to compile it with anything other than "BSP". It starts to do something but then closes. I have this problem when compiling any map. I have even tried deinstalling GTKradiant and then installing it again. What is going on? [sk8rocksam]
  
-Fix:+**Fix:** 
 I would suggest you take a look at the GTKradiant console (O-key IIRC)... sometimes the compile times are so short one can hardly follow the infos in the dosbox windows, the console will track the compile, so you can read up on the possible warnings/errors there. I would suggest you take a look at the GTKradiant console (O-key IIRC)... sometimes the compile times are so short one can hardly follow the infos in the dosbox windows, the console will track the compile, so you can read up on the possible warnings/errors there.
  
  
  
-**Error: Multiple Crossing Points for Patch - Can't Clip +**Error: Multiple Crossing Points for Patch - Can't Clip** 
-Info:+ 
 +**Info:** 
 Compiling a RtCW SP map with q3map2 v2.2.38 I get this error: Compiling a RtCW SP map with q3map2 v2.2.38 I get this error:
  
Строка 580: Строка 614:
 It happens during the initial stage of a BSP compile (once it is run through the shaders and 'longest curve' entries). It does not bork out the process (and q3map2 happily continues to do the rest of the process) so I just wondered what it meant. I am guessing it has something to do with a weird twist in a patch mesh somewhere (due to miss-aligned control points?) that means clipping the mesh is not completed? [Kat] It happens during the initial stage of a BSP compile (once it is run through the shaders and 'longest curve' entries). It does not bork out the process (and q3map2 happily continues to do the rest of the process) so I just wondered what it meant. I am guessing it has something to do with a weird twist in a patch mesh somewhere (due to miss-aligned control points?) that means clipping the mesh is not completed? [Kat]
  
-Fix:+**Fix:** 
 IIRC that is due to a patch cutting the surface of a fog brush more than once, because the compiler can only split the patch once. [dayve] IIRC that is due to a patch cutting the surface of a fog brush more than once, because the compiler can only split the patch once. [dayve]
  
  
  
-**RE_LoadWorldMap: maps/testctf1.bsp not found +**RE_LoadWorldMap: maps/testctf1.bsp not found** 
-Info:+ 
 +**Info:** 
 testctf1 is my test map, that yields: testctf1 is my test map, that yields:
  
Строка 593: Строка 630:
 Anyone got a clue on this one? I followed a Q3Radiant manual and did exactly as it said (even in the sample map) and it did not load in Quake 3. [MEtAL] Anyone got a clue on this one? I followed a Q3Radiant manual and did exactly as it said (even in the sample map) and it did not load in Quake 3. [MEtAL]
  
-Fix:+**Fix:** 
 You tried sv_pure 0?  You tried sv_pure 0? 
 Did you put the .map file into a .pk3?  Did you put the .map file into a .pk3? 
Строка 601: Строка 639:
  
  
-**Shader_max_vertexes hit in FillCloudy Sky Side +**Shader_max_vertexes hit in FillCloudy Sky Side** 
-Info: + 
-Shader_max_vertexes hit in FillCloudy Sky Side+**Fix:**
  
-Fix: 
 Basically, the error says what it means, your sky shader is asking the engine to render much more in the way of cloud domes than it allows for. Usually caused by either sky shaders with two or more cloud stages and a really massive area visible in game, or sky shaders with three or more stages. Basically, the error says what it means, your sky shader is asking the engine to render much more in the way of cloud domes than it allows for. Usually caused by either sky shaders with two or more cloud stages and a really massive area visible in game, or sky shaders with three or more stages.
  
Строка 612: Строка 649:
  
  
-**Choose 0 Valued Axis +**Choose 0 Valued Axis** 
-Info:+ 
 +**Info:** 
 I got I got
  
-choose 0 valued axis+  choose 0 valued axis
  
 during initial stage of BSP. Did not have anything to do with the last number of brushes I placed, I think though. [fischu] during initial stage of BSP. Did not have anything to do with the last number of brushes I placed, I think though. [fischu]
  
-Fix:+**Fix:** 
 It might be related to your using an axis of rotation on an entity set with 0 rather than 360 (which is the default 0). Check your entities for a key/value pairing of angle/0. It might be related to your using an axis of rotation on an entity set with 0 rather than 360 (which is the default 0). Check your entities for a key/value pairing of angle/0.
  
  
-**A quick way to check entities is to open the map Entity Info browser (L-key) and go down the listing selecting each entry and reading what it says. Once you found the bad entity (assuming it is a 0 angle error) click the Select button and then Close the browser.+**A quick way to check entities is to open the map Entity Info browser (L-key) and go down the listing selecting each entry and reading what it says. Once you found the bad entity (assuming it is a 0 angle error) click the Select button and then Close the browser.** 
 + 
 +**Info:**
  
-Info: 
 Checked all entities, no angle/0 pairs. I found a light with an angle, but that did not fix my error. Deleted and remade everything I did since last successful compile, still the same error. q3map2 disconnects after the error. Checked all entities, no angle/0 pairs. I found a light with an angle, but that did not fix my error. Deleted and remade everything I did since last successful compile, still the same error. q3map2 disconnects after the error.
  
-Check:+**Check:** 
 What version of q3map2 are you using? What version of q3map2 are you using?
  
-Info: +**Info:** 
-Using latest? v2.5.11, doubt though whether version of q3map2 really matters. It is probably something stupid, but I have got no idea where to start looking.+ 
 +Using latest? v2.5.17, doubt though whether version of q3map2 really matters. It is probably something stupid, but I have got no idea where to start looking. 
 + 
 +**Fix:**
  
-Fix: 
 The answer was in this thread funnily enough: The answer was in this thread funnily enough:
  
-Code:+**Code:** 
 ************ ERROR ************ ************ ERROR ************
 Chose a 0 valued axis A. Chose a 0 valued axis A.
Строка 645: Строка 690:
 This error occurs when you try to Cap a Cone. The problem is that the top of the cone gets a 0*0 cap. So... remove the top (read small) cap of that cone [Hr.O] This error occurs when you try to Cap a Cone. The problem is that the top of the cone gets a 0*0 cap. So... remove the top (read small) cap of that cone [Hr.O]
  
-Info:+**Info:** 
 The thing is, I have not capped a cone since the last successful compile. I do recall thickening one by 2 units. Would this have the same effect? Also I have already deleted everything I had built since the last compile. Or would I have to do open it up in notepad and look for a patch with a 0*0? angle, I do hope there is an easier solution as I do not think I would know what to look for, patches I can recognize but the bunch of numbers under that I can not. The thing is, I have not capped a cone since the last successful compile. I do recall thickening one by 2 units. Would this have the same effect? Also I have already deleted everything I had built since the last compile. Or would I have to do open it up in notepad and look for a patch with a 0*0? angle, I do hope there is an easier solution as I do not think I would know what to look for, patches I can recognize but the bunch of numbers under that I can not.
  
-Fix:+**Fix:** 
 Do a quick test map, just a box with a cylinder mesh in it. Cap the cylinder and then try a compile (do not forget a player spawn as well), if you a clean compile then you know that "cylinders" are generally OK and there is a problem with a mesh in the previous .map file. Do a quick test map, just a box with a cylinder mesh in it. Cap the cylinder and then try a compile (do not forget a player spawn as well), if you a clean compile then you know that "cylinders" are generally OK and there is a problem with a mesh in the previous .map file.
  
Строка 655: Строка 702:
 You could probably track it down in notepad but the entry might not actually be 0*0 on the patch mesh. Open the .map file anyway and look for a patch mesh func_group and see if you can find anything out of place. Make backup versions of the file as you work as you could totally mess up the file by deleting entries like that. You could probably track it down in notepad but the entry might not actually be 0*0 on the patch mesh. Open the .map file anyway and look for a patch mesh func_group and see if you can find anything out of place. Make backup versions of the file as you work as you could totally mess up the file by deleting entries like that.
  
-Info:+**Info:** 
 yeah, did it. Lazy as I am I tried to think of a quicker way, simply placed brushes where I had thickened the cones, and clicked on the select inside button. And as you said 2 tiny white lines/dots appeared. Hitting the backspace button really made me smile. Compiling sweetly now. yeah, did it. Lazy as I am I tried to think of a quicker way, simply placed brushes where I had thickened the cones, and clicked on the select inside button. And as you said 2 tiny white lines/dots appeared. Hitting the backspace button really made me smile. Compiling sweetly now.
  
  
  
-**Error: MAX_MAP_PLANES +**Error: MAX_MAP_PLANES** 
-Info: + 
-MAX_MAP_PLANES [Kat]+**Fix:**
  
-Fix: 
 Messing around with some ASE model produced this error during BSPC (for RtCW) as a result of them being q3map_clipmodel. Removed that and manually clipping the models solved the issue. The clipped ASE models were creating an excessive number of 'planes' which broke through the limit. [Kat] Messing around with some ASE model produced this error during BSPC (for RtCW) as a result of them being q3map_clipmodel. Removed that and manually clipping the models solved the issue. The clipped ASE models were creating an excessive number of 'planes' which broke through the limit. [Kat]
  
  
  
-**Error: MAX_LEAF_FACES +**Error: MAX_LEAF_FACES** 
-Info:+ 
 +**Info:** 
 Are there some unwritten rules concerning the building of Portals? I have had to simplify the portal I made for my WIP considerably just to get it to compile. It appears that a portal's geometry cannot go beyond a certain level of complexity, nor can it be too large (i.e. the size of the world or larger). I got the Are there some unwritten rules concerning the building of Portals? I have had to simplify the portal I made for my WIP considerably just to get it to compile. It appears that a portal's geometry cannot go beyond a certain level of complexity, nor can it be too large (i.e. the size of the world or larger). I got the
  
-MAX_LEAF_FACES+  MAX_LEAF_FACES
  
 error in the BSP stage when I attempted to construct some buildings from brushwork in my portal. I have now just made a few simple buildings, ASE'd them and cloned/rotated them, and there are ano problems. Has anyone had this error before? What is the difference between a BSP leaf's face and its portal? [seremtam] error in the BSP stage when I attempted to construct some buildings from brushwork in my portal. I have now just made a few simple buildings, ASE'd them and cloned/rotated them, and there are ano problems. Has anyone had this error before? What is the difference between a BSP leaf's face and its portal? [seremtam]
  
-Fix:+**Fix:** 
 This error occurs when you have too many drawsurfaces in a single BSP leaf. The maximum is 0x2000 (8192). You must have some exceedingly complex set of surfaces or are not using q3map_nonplanar or meta to merge stuff, or using _blocksize with a value too high or simply not splitting them map up enough. This error occurs when you have too many drawsurfaces in a single BSP leaf. The maximum is 0x2000 (8192). You must have some exceedingly complex set of surfaces or are not using q3map_nonplanar or meta to merge stuff, or using _blocksize with a value too high or simply not splitting them map up enough.
  
 I do not recall the last time I saw anyone get that error. [ydnar]  I do not recall the last time I saw anyone get that error. [ydnar] 
  
-Note: Or your skybox area is too complex. Try to keep it reasonable, because the 8192 leaf/surface max means you are limited to 8192 surfaces in your skybox. Usually less, since sky leaves tend to have other surfaces already in them.+**Note:** Or your skybox area is too complex. Try to keep it reasonable, because the 8192 leaf/surface max means you are limited to 8192 surfaces in your skybox. Usually less, since sky leaves tend to have other surfaces already in them.
  
  
  
-**Error: MAX_MAPFILE_PLANES +**Error: MAX_MAPFILE_PLANES** 
-Info: + 
-MAX_MAPFILE_PLANES (Max Mapfile Planes) [Kat]+**Fix:**
  
-Fix: 
 Associated with AAS files for Bots or AI. Usually caused by using large numbers of models (with q3map_clipModel in a shader) or large numbers of patch meshes in a map. Associated with AAS files for Bots or AI. Usually caused by using large numbers of models (with q3map_clipModel in a shader) or large numbers of patch meshes in a map.
  
Строка 701: Строка 750:
  
  
-**Error: Line <line number> is Incomplete +**Error: Line <line number> is Incomplete** 
-Info: + 
-ERRORLine <Insert line number here> is incomplete+**Fix:**
  
-Fix: 
 In the previous case, this was fixed easily by copying the entire map in text form (open up the .map file in a text editor and copy everything), and then paste it into a new .txt file, then rename it to .map and open it. Run a Brush Cleanup (Plugins menu, bobToolz), and you should be good to go. [Fjoggs] In the previous case, this was fixed easily by copying the entire map in text form (open up the .map file in a text editor and copy everything), and then paste it into a new .txt file, then rename it to .map and open it. Run a Brush Cleanup (Plugins menu, bobToolz), and you should be good to go. [Fjoggs]
  
  
 +**SV_SetBrushModel: NULL**
  
-**SV_SetBrushModelNULL+**Fix:**
  
-Fix: 
 Caused by a brush entity such as a func_door or func_plat with no solid brushes, or a func_rotating with no origin brush. If you have added anything like that recently, check it, and add a solid brush if necessary. If you cannot find anything, look though the entity list and see if you can find an entity that should have brushes but has somehow lost them. Note that adding something like a clip brush is enough to make the entity qualify as having solid brushes, if you are using a model as a func_ entity. [Shallow] Caused by a brush entity such as a func_door or func_plat with no solid brushes, or a func_rotating with no origin brush. If you have added anything like that recently, check it, and add a solid brush if necessary. If you cannot find anything, look though the entity list and see if you can find an entity that should have brushes but has somehow lost them. Note that adding something like a clip brush is enough to make the entity qualify as having solid brushes, if you are using a model as a func_ entity. [Shallow]
  
Строка 719: Строка 767:
  
  
-**Warning: Reused image <skybox image> with mixed glWrapClampMode parm+**Warning: Reused image <skybox image> with mixed glWrapClampMode parm** 
 + 
 +**Fix:**
  
-Fix: 
 Appears in the game console whenever a map is compiled with -skyfix. You can safely ignore this error. [Obsidian] Appears in the game console whenever a map is compiled with -skyfix. You can safely ignore this error. [Obsidian]
  
  
  
- +**FAQ Related**
-FAQ Related+
  
 Credits Credits
Строка 740: Строка 788:
 History History
  
 +2010/03/23 - edired by GT-Agressor
 v3.5 35 Q&As total, 0 new Q&As, 0 updates, 0 split, numerous changes, since v1.0 (5/26/2006) v3.5 35 Q&As total, 0 new Q&As, 0 updates, 0 split, numerous changes, since v1.0 (5/26/2006)
 v1.0 Converting the original posts edited by Kat into a new format, using highlighting, corrected spelling, sorted Q&As into categories, added index. (5/26/2006) v1.0 Converting the original posts edited by Kat into a new format, using highlighting, corrected spelling, sorted Q&As into categories, added index. (5/26/2006)
q3/ошибки_компиляции.txt · Последнее изменение: 06.07.2020 03:50 (внешнее изменение)