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Author Topic:   Common error messages... links
Kat
"...mostly harmless?!"

Posts: 3219
Registered: Nov 2000

posted 11-04-2001 04:37 PM     Click Here to See the Profile for Kat Visit Kat's Homepage!   Click Here to Email Kat UIN: 102128154UIN: 102128154 
I just came across this whist looking for info on error messages during compile

By 'RiceBug' over at http://quake3.qeradiant.com

Q3A Error messages
http://quake3.qeradiant.com/errors.shtml

------------------
my business
my pleasure
my profession
they call me Mr Kat


Anwulf

Posts: 2664
Registered: Jun 2000

posted 02-03-2002 06:35 AM     Click Here to See the Profile for Anwulf Visit Anwulf's Homepage!   Click Here to Email Anwulf 
This post will incorporate any posts about errors made on this thread and will include any other useful links to discussions of error messages elsewhere on the forum as they arise.

Questions currently unanswered are in bold text.

--------------------------------------------------

Q. Can someone explain me how to compile with -patchshadows on? Where and how do I execute / add this option? (BNA)

A. Assuming you don't want to go for a full out "let's go into DOS and compile the thing", then I suggest you either create a new bsp menu option, or modify the existing ones. This can be done using the project settings on the file menu. However, if i remember correctly, there is a line limit in the edit box, which truncates even the default ones, so you might have to open the project file up in notepad or something similar, and just add a new line there. If you study some of the existing ones, you are sure to understand the format. (djbob)

Additional note
I had to add the -patchshadows option manually in Q3Radiant because of that line limit, but in GTK 1.1.1 using the built in editor seems to work just fine. (pjw)


Q. I think i've seen what these two things mean before but I forget. (wviperw)

WARNING: models/mapobjects/kmlamp_white.tga has empty alpha channel

and

WARNING: brush plane with no normal

I get a lot of each message in the console of radiant when loading my map.

A. First is harmless. Just means it doesn't have an alpha channel, which it doesn't NEED to have.

The second is potentially more annoying. You have a brush with a f*cked up face which wont be shown. Vertex mannipulation of the brush is likely to make it disappear and become a phantom brush, if it isn't already one. Brush cleanup will fix these. Alternatively, it could be a patch which you have manually rotated (NOT A GOOD IDEA), which is nasty, as you probably won't be able to see it in editor, but will show up in game. I (djbob) enhanced brush cleanup to sort these too. However, I never seem to have patched the changes.

To get rid of it, look through the map using notepad. If you see any patches which have co-ordinates that have a decimal point, round them manually. (djbob)


Q. djbob: I've been using your brush cleanup tool all along (the one that came w/ the latest version of GTK) and I have still had the "brush plane w/ no normal" problem. So I am guessing it's the rotated patch mesh that is causing it. What do you mean by manually rotating it? A lot of time I use the z-axis rotate 90 degrees button. Should I not do that?

And I looked in the .map file, I am assuming a patch looks something like this:

code:
--------------------------------------------------------------------------------

// brush 23 { patchDef2 { proto2/concrete02 ( 3 3 0 0 0 ) (( ( -1344 784 128 0 0 ) ( -1376 784 128 0 0.250000 ) ( -1408 784 128 0 0.500000 ) )( ( -1344 720 128 0.500000 0 ) ( -1376 720 128 0.500000 0.250000 ) ( -1408 720 128 0.500000 0.500000 ) )( ( -1344 720 64 1 0 ) ( -1376 720 64 1 0.250000 ) ( -1408 720 64 1 0.500000 ) )) } }

--------------------------------------------------------------------------------

But which of those sets of numbers is the coordinates? (wviperw)

A. 90 degree rotation from the toolbar is fine. It's using r for manual rotate that can b*gger things up. The first three numbers inside the brackets in each case are the co-ords, so for this patch, everything is fine. (djbob)


Useful link
This is from another thread, and it's not a q3map error per se, but a bug related to fog when it crosses the origin xy planes: http://www.quake3world.com/ubb/Forum6/HTML/018693.html
Thought it might be helpful for people who make maps with large fog volumes. (ydnar)


Q. I've looked through the errors on the qeradiant page, but has anyone ever gotten this error while doing the -vis? :

MAX_VISIBILITY_EXCEEDED

I'm working on a, well... huge map and I'm noticing this problem more and more. Right now I'm only able to do the minimal BSP and test out the map, but I'd like to do lighting and everything else when I'm ready to present the finished project. Does anybody have any advice besides downsizing the map? (quakefraggin)

A. Yup... you've basically made your map to big! You've used up your allotted VIS data (it's around 2mb I think [2,040,000 as you see it reported in GTK bsp monitoring] someone will correct me on this though.) (Kat)

Additional note (1)
Or use detail better so that the BSP is less complicated, and so requires less vis data. (djbob)

Additional note (2)
Actually, it has nothing to do with the size of your map, but rather the structural complexity. Rather than cut down your map, you may want to consider rebuilding it taking vis into account.

Every structural brush face in a map has an associated plane. The higher the number of unique structural planes, the larger your vis data will be.

To clear up a common misconception, larger vis data does not mean vis is working harder or more effectively.

A gross oversimplification: The vis data is simply a collection of lists that answer "is this area visible from here?" Every location in a sealed, fully vis'ed map has such a list. The more unique "locations" in a map, the more memory the vis data will consume.

Those locations are BSP leaves. As the goal of the Quake 3 BSP compiler is to create a BSP with convex leaves (i.e., no interprojecting volumes), then the hairier the makeup of your structural brushes, the more leaves in the final BSP.

Certain individuals (myself included, on the rare occasion I'm mapping) subscribe to the notion of building for vis. That's simplifying it a bit, as there are other things to take into account, but the basic method is this:

Build the structural hull of the map entirely with caulk. Caulk is solid, opaque to vis, invisible to the eye, and unless changed in Radiant, structural.

Build what the player sees out of caulk detail brushes and patches, then texture the visible faces.

Share planes wherever possible. Terrain, or any other "meshy" mass of brushes, for instance, should share a single plane on the backside. Cutting down on the number of unique planes is a Good Thing.

If you're feeling up to it, read SPoG's Quake 3 BSP doc for a more in-depth explaination. (ydnar)


Q. OK, this one is on me folks :

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

MAX_BUILD_SIDES

and/or depends on the bsp I choose:


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

Error opening C:/PROGRA~1/QUAKEI~1/baseq3/maps/1.bsp: No such file or directory


Any one got a clue an how to fix it? (X_Xed)

A.


Q. WARNING: light grid mismatch

This is the error I get when I go to test my latest creation, and the map is blindingly bright. I have to put the gamma on minimum to see my way around. Not good, not good at all. Can any one advise me? (The_Phuzz)

A.[/B]


Q. After doing a compile last night I tried to run the new map and half my textures were missing. In the console I was getting this message repeating.

Warning RE_Add Poly To Scene: Null Shader

Anyone know what I need to do to fix this. I didn't do a whole lot of changes between the last to compiles. Mostly added some clip textures to a few spots and made a few small new areas. (Pennywise)

A.


Q. When I load up GTKRadiant, I try to maximize it, and then the textures go yellow, and sometimes the screen goes black, and I have to restart the pc. Someone said it was a problem with my video card. Is there anything else i can use? It was working fine for about 5 days after install, then this happens.

I'm using ATI XPERT 98D AGP 2X. (Amal_The_Great)

A.


Q. 1. After compiling & pak'ing, I'll go to select the map ingame, but get booted to desktop with a console error:

"----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Requested feature was omitted at compile time"

I'm not sure what request they mean, as i did a full vis & light extra.

2. Also, the q3map.exe always has to close during the -vis due to an error. Then it goes on with the -light. This happened with a previous map I made, and I had no problems with it from its pk3.

3. Whats the significance of the .prt file to the .bsp? Does this need to be done before vis/light? (Is it included?) As i've noticed, it's not there after doing the vis/light.

I'm using gtkRadiant 1.1 with xp. (psion)

A.
1. This problem occurs if you're using a jpg saved with progressive encoding as your levelshot. Use standard encoding instead. (Anwulf)

2. Found the nightly build (of gtk) is doing the trick. Wasn't aware it was a vis crash bug. (psion)

3. The .prt file contains the portal information which you'd use in conjunction with the portal viewer plugin. Unless you add a compile option to your projects file with the -saveprt switch, the .prt file is automatically deleted. (Anwulf)



Q. I've placed some lights with targets (I don't know exactly if it causes the problem or not). Then when I complied I got this error.
.......
stylenum == MAX_SWITCHED_LIGHTS
......
What does this mean? (3tehakanyuksel)

A. This occurs with targeted lights. It's a Quake/Quake 2 vestige where targetnames were indexed for lightstyles. Since Quake 3 has no lightstyles (no flickering lights), you can't target light entities. (ydnar)


Q. "Line 178 is incomplete"

A. I got that single error this morning when I tried to BSP and banged my head against the monitor for about an hour before I finally figured it out - so I thought I'd post something about it. I checked the .map file in a text editor, tried recreating brushes, etc, etc...

It was one of the shader files. I used, line 178: "surfaceparm" with no parameter. You'd never guess it from the error message. ([AF]haste)


Q. Okay, I've tried posting this for the third time now. 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 GTK 1.1.1, and I don't remember the error message. I get them all the time ). Well, I thought, "Oh well, no big deal. All I did was chage two textures, I'll just reload and redo it." Then I go to reload, and I get an error message about an UnmatchedToken "({)" (or something) and Radiant crashes again. I'm started to get frustrated now, so I load it up a second time, same error, but about a different line. Now I'm pretty mad. I open up the map file in a text editor and find weird characters (éµÄ`æ¶, stuff like that), so, being that I had this stuff before, I deleted the brushes. (Pathogen)

(Unnecessary extra info was edited out.)

A. An unmatched token message means that there's 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's nothing wrong with it. (Anwulf)


Q. --------------------------------------------------------------------------------
originally posted by djbob here
quote:
--------------------------------------------------------------------------------
Originally posted by The Oudated and frequently wrong error page:
ERROR: MAX_MAP_BRUSHSIDES
You have a brush that is too complex.
--------------------------------------------------------------------------------

A. You have too many brush sides (total), in your map. As simple as that. Possible solution, slice up brushes which have sides not visible to use fewer sides. (Kat)

[This message has been edited by Anwulf : 02-03-2002.]

mehoo
Recruit

Posts: 3
Registered: Feb 2002

posted 02-07-2002 02:36 AM     Click Here to See the Profile for mehoo     
Maybe I missed this one but here's mine:

************ ERROR ************
AllocWinding failed: MAX_POINTS_ON_WINDING exceeded


There isn't much bevelling if any on this map [i read somewhere that caused it].. just a lot of flat shaders. nothing even fancy. well lemme know what you make of it.

I have a ton of hint brushes.. and they overlap other brushes, but it hasn't caused errors until now if thats it. I also have a really small [one unit] "rope" that plaers can climb.. that also worked in a previous test.

God Himself
Gibblet

Posts: 22
Registered: Feb 2002

posted 02-10-2002 04:53 PM     Click Here to See the Profile for God Himself    Click Here to Email God Himself 
I have a Q about GTK:

I had to reinstall Win2k, but i almost never format my entire HDD, so GTK was still there when i was done. Upon opening it for the first time, i get the usual error about not being able to find the default pointfile, or project settings file ( i dont remember which exactly its looking for.) It gives the example user0.qe4 i think? When i located the file, and told GTK where it was, upon restarting, and resetting the registry settings for GTK, it worked fine. The only differences i could see were two:

1.) The map i was working on before wasnt automatically loaded. That was easy, just loaded the map, and saved. Fixed.

2.) My BSP options are different, or maybe just laid out differently. I never changed any of them in the original install, but now when i go to BSP, i get a lost of options, some of which look like this:
BSP -vis -light
BSP BSP

The old list i had looked more like this:
FastVis light extra
FullVis vlight
yadda yadda yadda.

The question is this:
What made it change, and how do i get back to the old one?


God Himself
Gibblet

Posts: 22
Registered: Feb 2002

posted 02-10-2002 05:00 PM     Click Here to See the Profile for God Himself    Click Here to Email God Himself 
quote:
Originally posted by mehoo:
Maybe I missed this one but here's mine:

************ ERROR ************
AllocWinding failed: MAX_POINTS_ON_WINDING exceeded


There isn't much bevelling if any on this map [i read somewhere that caused it].. just a lot of flat shaders. nothing even fancy. well lemme know what you make of it.

I have a ton of hint brushes.. and they overlap other brushes, but it hasn't caused errors until now if thats it. I also have a really small [one unit] "rope" that plaers can climb.. that also worked in a previous test.



From my experience with this error, it seems to be caused by having a brush that intersects with a bunch of other brushes in a row. I.E. A handrail that you put a lot of supports in. A long ladder. If you take out this, or make it shorter, you can probably fix it.

Here is an example in picture form. Look at the top set of pictures. The handrail in that picture caused the same error message, because the supports under it touched it in too many places, along the same plane.
Also, if you want another picture of the actual map, you can visit http://geocities.com/byob_or_2/Page1.html
Sorry bout the hosting its all i got... And uhhh... ignore the site itself, i was playing with web design, then i found out im no good at it

Hope this helps.

[This message has been edited by God Himself : 02-10-2002.]

darkalan
Recruit

Posts: 3
Registered: Feb 2002

posted 02-17-2002 11:38 AM     Click Here to See the Profile for darkalan    Click Here to Email darkalan 
hi
i got this message while i was laoding up my map
MAX_SUBMODLES exceeded
can u help me plz!


MoonSpell
Recruit

Posts: 2
Registered: Feb 2002

posted 02-24-2002 08:12 AM     Click Here to See the Profile for MoonSpell    Click Here to Email MoonSpell 
..and what is the meaning of:
Error: Max_map_visibly_exceed ?


Kat
"...mostly harmless?!"

Posts: 3219
Registered: Nov 2000

posted 02-27-2002 07:58 PM     Click Here to See the Profile for Kat Visit Kat's Homepage!   Click Here to Email Kat UIN: 102128154UIN: 102128154 
quote:
Originally posted by MoonSpell:
..and what is the meaning of:
Error: Max_map_visibly_exceed ?

I think that the same as 'max_visibility_exceeded' which is mentioned (and explained quite extensivly) above, you should find the solution should fix you error...



Hr.O

Posts: 3600
Registered: Jul 2000

posted 03-02-2002 12:13 PM     Click Here to See the Profile for Hr.O Visit Hr.O's Homepage!   Click Here to Email Hr.O UIN: 37536307UIN: 37536307 
quote:
MAX_MAP_LIGHTING
Specifically.
The "LIGHTING" part of MAX_MAP_LIGHTING refers to the lightmaps created for the map.

Lightmap images are created by the third stage of the compile.. either by -light using the old light-tracing algorithm or -vlight using MrElusives Volume-casting light algorithm thingy.

Each Drawable Polygon surface has lightmap texture coordinates created for it by the first stage of the compile. The third stage creates the actual lightmap images for each surface, and all of these images are squeezed onto 'pages', with multiple lightmap images on each page. Each of these pages is 128*128 pixels in size, enough to cover 2048*2048 units of brush surface at the standard lightmap resolution (16*16 units per pixel). There is an upper limit on the number of lightmap pages that can be crammed into the BSP.. probably about 4mb. That works out to about 80 pages of lightmaps, which is quite a lot of surface area..

If all the sections of your maps compile fine individually, then it must be that the lightmap pages created for the combined map are greater than this limit.

There are two solutions to this problem:
1: easy but lower quality, use 32*32units per LM pixel resolution.
q3map -samplesize 32 mapname
q3map -vis -saveprt mapname
q3map -vlight -samplesize 32 mapname

2: more difficult but much better result, reduce the total surface area of the drawable polygons in the map. This will reduce the number/size of the lightmaps, reducing the number of lightmap pages created, reducing the total size of the lightmaps in the .bsp.
Drawable polygons are created for a surface even when that surface is hidden by a detail brush. Apply textures/common/caulk to these surfaces, or delete them entirely if they are patches.
Drawable polygons are also created for surfaces that are only partially hidden by structural brushes - and, providing that the drawable polygon is convex, parts of it may still be hidden behind structural brushes, taking up extra lightmap area. If there is a significant amount of the area on a surface hidden by a structural brush, split the surface up until only the visible part exists.

------------------ http://www.planetquake.com/spog/stuff/technical.html

[This message has been edited by SmallPileofGibs (edited 12-24-2000).]
timo





flipmode
Grunt

Posts: 66
Registered: Jan 2002

posted 03-15-2002 02:54 PM     Click Here to See the Profile for flipmode Visit flipmode's Homepage!   Click Here to Email flipmode 
add to:
************ ERROR ************
AllocWinding failed: MAX_POINTS_ON_WINDING exceeded

hi,
same error occured 4 me today. in my case it seems like if it was a problem with the csg-merge function. i ve deleted the part i merged and since i did the error disappeared. no idea y. as i had probs with merging earlier i think it might work bad 4 some special brushes.


-SKID-
The Afflicted

Posts: 960
Registered: May 2000

posted 05-10-2002 04:55 PM     Click Here to See the Profile for -SKID- Visit -SKID-'s Homepage!   Click Here to Email -SKID- 
I think DJBOB'S - MAX_POINTS_ON_WINDING explanation should be posted in here. I read tons of posts about this error, and found this little post of his is the easiest for people to understand.

quote:
Originally posted by DJBOB:

imagine the first square is you looking at the end of a brush. the face has 4 vertices.

now, in the second picture, we have another brush, the face which you can see is co-planar with the first face, such that the two vertices touch one edge of the face. the compiler will split that edge on the first face and add the two vertices shown in green to it, making it now have 6 vertices. with multiple repeated brushes, this can quickly build up to the max of 64.


------------------
#1- Quake Trilogy
#2- Half-Life
#3- R.C.T.
Home Page

[This message has been edited by -SKID- : 05-10-2002.]

Nanospawn
Warrior

Posts: 90
Registered: Sep 2000

posted 05-12-2002 02:39 PM     Click Here to See the Profile for Nanospawn Visit Nanospawn's Homepage!   Click Here to Email Nanospawn UIN: 86742521UIN: 86742521 
oh, just started a new map, and got this:

************ ERROR ************
Chose a 0 valued axis

at BSP stage, so it wont vis at all =(. There are a few brushes, nothing weird, and i've already reinstalled GTKRadiant 1,2,7 from scratch.

Edit: Doh, even starting a new map i get that error, and if i try to compile old ones, i get it too =/

Edit 2: I am teh s4wk, and forgot to use the search engine, anyway: http://www.quake3world.com/ubb/Forum6/HTML/020151.html

A thread where that's explained, i thought it may be better to post it here as well.

[This message has been edited by Nanospawn : 05-12-2002.]

vudugeci
Mercenary

Posts: 237
Registered: Jul 2001

posted 05-24-2002 04:45 AM     Click Here to See the Profile for vudugeci Visit vudugeci's Homepage!   Click Here to Email vudugeci 
its not (?) a radiant problem, its in the game! i fixed my map in notepad, and i made an error (i think), and if i go into the editor, there isnt any problem! the abnormal brushes fixed! BUT
if i go to the wolf multiplayer part, and i want to load my map, the next error message apperars on my screen:
"G_ParseSpawnVars:closing brace without data"
so thats all! can u tell me whats the problem! i know its hard to tell, whats the error, but i cant start the search, cause i dont know what's the error message means!

[This message has been edited by vudugeci : 05-24-2002.]

RoboGeek
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Posts: 2
Registered: May 2002

posted 05-26-2002 11:55 AM     Click Here to See the Profile for RoboGeek    Click Here to Email RoboGeek 
I've just downloaded the Q3 tools and tried to run radient. It tells me to look for Q3Radient Project File. I can't find it. Any Help?


Anwulf

Posts: 2664
Registered: Jun 2000

posted 06-01-2002 03:07 PM     Click Here to See the Profile for Anwulf Visit Anwulf's Homepage!   Click Here to Email Anwulf 
Try doing a search for "Project file". This question has come up before although as far as I'm aware, these things are created as part of the installation. There should be one or two .qe4 files in the baseq3\scripts directory. They contain path and compiling info.

------------------
www.teamhuh.com


RoboGeek
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Posts: 2
Registered: May 2002

posted 06-08-2002 10:27 AM     Click Here to See the Profile for RoboGeek    Click Here to Email RoboGeek 
I managed to solve that problem (Thanks for the help)and I can get QRadient working now but I've got a new problem.

I'm following a tutorial that I got off this site trying to buil a basic room. I've build a room and now it says to right click inside the room to bring up the easy entity menu. Then it says select info then select info_player_deathmatch. When I bring up a menu it just has these options.

Select
Group
Ungroup Entity
Make Detail
Make Structural
Smart Entities
worldspawn

It's the same menu when I click outside the room.

What am I doing wrong?

Grand Nagus
Mercenary

Posts: 218
Registered: Jul 2001

posted 06-11-2002 06:18 AM     Click Here to See the Profile for Grand Nagus     
quote:
Originally posted by darkalan:
hi
i got this message while i was laoding up my map
MAX_SUBMODLES exceeded
can u help me plz!

MAX_SUBMODLES exceeded... Annoying error, huh? I got that error not too long ago myself.

Believe it or not, the error is more related to entities, not models. You have two kinds of entities; brush entities and 'right-click' entities.

Brush entities - A brush entity just that, an entity that is made with a brush or several brushes. For example, you draw a 'common/trigger' brush and then turn it into a trigger_multiple. That's a brush entity. Other brush entities are trigger_push, func_trains, func_buttons, func_bobbing, func_pendulum, func_plat... you get the message. Correct me if I'm wrong, but I think you're limited to 255 brush entities. If you exceed that amount, you'll 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.

'Right-click' entities - I don't know the technical name for these, but I call 'em 'right-click' entities. You right-click and create an entity without associating it with a brush. For example, you right click somewhere on your map and select 'Target' > 'target_position'. Some other examples are ammo items, weapon items, path_corner, target_speaker, target_give, target_kill, misc_model, etc. I haven't hit the limit on these yet, and I've heard that there really isn't a limit here (but I bet they're wrong). I'd guess the limit is probably around 1024 or something like that. But on that note, you can only have 255 visible model entities in a single vis portal or strange things will happen... You'll fire your weapon but you won't see projectiles or explosions, ammo/weapons/health items will vanish before your eyes or simply never respawn yet you can walk over where it should have been and receive the item, ...strange stuff. If there's over 255 visible models, the ones created after model# 255 will not be drawn until some previous ones enter an unseen vis portal.

BOTTOM LINE: Reduce the number of 'brush' entities to something under 255 and your map will work again.

Hope that helps!

4days
Immortal

Posts: 2603
Registered: Apr 2002

posted 06-12-2002 04:50 PM     Click Here to See the Profile for 4days Visit 4days's Homepage!   Click Here to Email 4days UIN: 324032584UIN: 324032584 
ignore my lengthy post.. got it sort of working but it's too complicated and not reliable enough. i r a stupid

still wondering what the error is though. since all the timers were firing at once and had eachother as targets, maybe that's the cause - multiple func_items all trying to fire eachother at once.

sv_baduserindex:-92 ?


------------------------------------------

sv_baduserindex:-92

what does that mean?

trying to get a func_ut_train for the urban terror mod to work as a regular func_train.

waittimes don't work on the path_ut_stop entities (which UrT uses instead of path_corners). you can't point a func_timer directly at a func_ut_stop. because a func_ut_train can travel to any stop on it's path from any stop, you can't just step the func_timers either.

anyhow, by lengthy deduction i think the only way to make a func_ut_train travel between stops with a pause at each stop is to use func_timers and target_relays with the first func_timer/target_relay pointing at the next and so on in a chain. then if the path_ut_stops have the same name as the targeted func_timer/target_relay - they'll be fired in the proper sequence.

but it doesn't compile, i just get:

sv_baduserindex:-92

harrumph

[This message has been edited by 4days : 06-14-2002.]

Hr.O

Posts: 3600
Registered: Jul 2000

posted 07-01-2002 04:16 PM     Click Here to See the Profile for Hr.O Visit Hr.O's Homepage!   Click Here to Email Hr.O UIN: 37536307UIN: 37536307 
quote:
Originally posted by RoboGeek:
I managed to solve that problem (Thanks for the help)and I can get QRadient working now but I've got a new problem.

I'm following a tutorial that I got off this site trying to buil a basic room. I've build a room and now it says to right click inside the room to bring up the easy entity menu. Then it says select info then select info_player_deathmatch. When I bring up a menu it just has these options.

Select
Group
Ungroup Entity
Make Detail
Make Structural
Smart Entities
worldspawn

It's the same menu when I click outside the room.

What am I doing wrong?


another famous mapping-error you d-loaded and installed an upgrade, not the full version

Hr.O

Posts: 3600
Registered: Jul 2000

posted 07-03-2002 09:57 AM     Click Here to See the Profile for Hr.O Visit Hr.O's Homepage!   Click Here to Email Hr.O UIN: 37536307UIN: 37536307 
quote:
Originally posted by Nanospawn:
oh, just started a new map, and got this:

************ ERROR ************
Chose a 0 valued axis

at BSP stage, so it wont vis at all =(. There are a few brushes, nothing weird, and i've already reinstalled GTKRadiant 1,2,7 from scratch.

Edit: Doh, even starting a new map i get that error, and if i try to compile old ones, i get it too =/

Edit 2: I am teh s4wk, and forgot to use the search engine, anyway: http://www.quake3world.com/ubb/Forum6/HTML/020151.html

A thread where that's explained, i thought it may be better to post it here as well.

[This message has been edited by Nanospawn : 05-12-2002.]

That thread got pruned, so let's explain a bit, this error occurs when you try to cap a cone. The problem is that the top of the cone get's a 0*0 cap. so... remove the top (read small) cap of that cone.




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