|
MAX_MAP_HULLS MAX_MAP_MODELS MAX_MAP_BRUSHES MAX_MAP_ENTITIES MAX_ENGINE_ENTITIES MAX_MAP_ENTSTRING MAX_MAP_PLANES MAX_MAP_NODES MAX_MAP_CLIPNODES MAX_MAP_LEAFS MAX_MAP_VERTS MAX_MAP_FACES |
4 400 4096/ 8192+ 1024/ 2048 1024 (128*1024) 32767 32767 32767 8192 65535 65535 |
MAX_MAP_MARKSURFACES MAX_MAP_TEXINFO MAX_MAP_EDGES MAX_MAP_SURFEDGES MAX_MAP_TEXTURES MAX_MAP_MIPTEX MAX_MAP_LIGHTING MAX_MAP_VISIBILITY MAX_MAP_PORTALS
MAX_KEY |
65535 8192 256000 512000 512 varies, see link 0x200000 0x200000 65536
32 |
errors & solutions assembled by Tommy from many sourcesHammer Editor problemsThe new Hammer editor/WC 3.4 is a bit buggy and glitchy. It especially seems to have problems with Geoforce Video cards, WinXP, and Voodoo Video cards. Possible solutions: Right now, there are three known solutions that may or may not work for you:
There have also been problems with longer map names in Hammer, especially with compiling. Like WC, you should compile outside of Hammer with a batch file or front end. And there are more minor problems. If you have problems with Hammer forgetting your settings so you have to set it up every time, this happens to some CPUs. The version of Windoz you are using may be causing it (esp. WIN ME), or something else. The fixes I have heard of are:
Textures overlap in WC/Hammer editor 3D veiwIf you have this problem in WC/Hammer, the only known solutions are to change your display size or to reduce your .wad files in WC to 1 or 2. (the problem seems to start with 3 wads or more.)
Malformed face normalDescription: The texture alignment of a visible face is unusableHowto Fix: If using Worldcraft, do a check for map problems and fix any occurences of 'Texture axis perpindicular to face'. Coordinates are usually given, use them if map problems cannot find the problem brush.
SubdivideFace: didn't split the 4-sided polygon @(coordinates)In the only case I know of this, it was the walls surrounding a level map. I have no idea of the cause yet of this BSP error.host_error backward mins/maxs"It means that the mins and maxs ( the bounding box ) for the sequence is "reversed" (one of the mins is bigger than the maxs). This happens when anything calls SET_SIZE with bad extents. If you compiling your own code, you can wrap the setsize() calls and check it yourself, but that's probably not a simple answer."Translation: Do you have any special models or prefabs? they may have been screwed up, or you somehow turned a brush inside out, no idea how that could have happened - but some entitys like platforms seem prone to this. You can also look for a brush with bad extents, or check the texture, is it divisible by 16 on the edges EXACTLY? Finally, are you using the most modern version of zoners tools? Old versions or ancient qtools are more prone to this error.
"tiny penetration in Hull 4"In the cases I know of this, it was caused by using the -verbose switch to try to find an error while compiling. The warning was ignored without any problems then. I hope you too can ignore it without further problems. I have no idea of the cause yet of this BSP error.sv_recursivehall(hull?)check:bad node numberBad brush work, overlapping brushes, these will result in bad clipnodes or leafnodes and cause this rare problem. It seems to depend on compiler sensitivity also.Max_leaf_facesYou have gone over a limit similar to max patches error, but by BSP creating too many leaf faces for VIS to handle - probably due to "shattering" of a brush. Did you carve a complex brush (like a cylinder) or intersect it with another brush?
short ### surfacesSimilar to max leaf faceserror or ReadSurfs (line xxxxx): 32189 > g_numplanes error, in this one you are running out of face planes for the map. The one occasion I read of this, it was caused by a leak while running in software mode, although it may also be caused by over shrunk textures forcing too much tiling and making r_speeds of wpolys > 800. (Leaks keep the outside of a level map, so there are more surfaces the engine sees. However, this is NOT only a leak error, it is a too many surfaces error and can be caused by other things!)see also: skyboxing.
short ### edgesLike maxpoints error, in this one you are running out of edges. This is probably caused by running in software mode and having bad r_speeds with wpoly counts higher than 800....and maybe by making complex brushes like cylinders intersecting and causing shattering.Mod_parseMarksurfaces: bad surface numberCause & solution as yet unknown to me. Seems to happen when 2 maps/prefabs are joined into a map.MAX_TRI_TRIS or MAX_TRI_POINTS or MAX_TRI_EDGESAn old RAD error code in outdated zoner's versions. Solution, get a newer version.
Warning: ChopWinding: Rejected(1) due to too many pointsMerle says, "A winding is a data structure used in the compile tools to store a set of points. As they are very versatile, they can be used to describe a number of things (surfaces, brush faces, brush sides, whole brushes, etc...). Your Warning (note: which is not an Error.) message is simply alerting you to the fact that one of these winding data structures has a larger number of points than expected, and one of the points was ignored. ShutdownOpenGL-wglMakeCurrent failedThis is a bug in the new WC 3.4/Hammer editor. It seems safe to ignore....or you could make sure you have the latest OpenGL drivers for your video card.Spawned a NULL entityYou did some setting wrong with a monstermaker entity somehow.The box is emptyA WorldCraft error - You are trying to make a flat box/level. Won't work, it has to be at least 1*1*1 unit big.
Empty MapYou forgot to give the compiler the name of the level you mapped, or you haven't made the level yet! You can't compile nothing! Sometimes this is a mis-error, and something else is the problem.
Parsing Entity 0, expected '{' got '@RMF'You are trying to compile a .rmf file, instead of the .map file. These are different file formats, even if they deal with the same levelmap you are making. Make sure you export your level to .map and then use the c:/path..../mapname.map with the compile tools!
Error: ParseEntity: EOF without closing braceWorldCraft is having difficulty exporting your .map version, somehow the end got chopped off. Means you've hit the end of the file and were missing a close brace "}". Its posible that the exporting procedure ended before it was done or you included quotations or other braces in entity string value names (bad idea). fixes:1. try again to export your level from WC/hammer into .map format. and retry compile. 2. check in your level for entitys with "" or {} in the path/names. 3.open .map version with wordpad, go to end, add a bunch of closeing braces }}}}} then try recompiling again. Host_Error: Bad StringThis rare error only happens in game/server mode when sprites, models, sounds, or text strings (but not all strings!) are initialized and precached. If the string/name for the sprite, model, sound, or miscellaneous text string either starts with a non-printable ASCII character, or is 0 length (ie: starts with a non-printable null ASCII character), then the error will occur.Solution: search thru entities like env_glow, env_sprite, ambient_generic, env_shooter, etc. - anything the engine has to precache a file for the bad name.
Line 5197 is incomplete (did you place a " inside an entity string?)This means that you have placed an invalid character (",'%, etc) in an enitity property/name. This can also mean that you have untextured faces in your map(areas with a white appearance as a texture.)Fix any "invalid texture" errors that show up in the "Check for problems" app. "unmatched target field (start_apc0)"Somewhere in one of your entitys there is a named target which does not exist, for example (start_apc0). Possibly you misspelled the entity targetted, or the entity was removed at some point. You will probably have to go through ALL of your entitys to find it - most tedious - in WC/hammer use the entity report to make it faster."unmatched key value"You get that error when you personally type a key into an entity (with Smartedit off), and then WC can't find that key in the FGD file. If you know that you typed the key right and it works, the error is nothing to be conserned about. However, double check.
My SKY is flashing, distorted or whiteThis is an error that came with the HL 1009 update in Spring 2002. The problem is the update no longer reads the Valve pak0pak.pak file for the default SKY enviornment TGAs.The solution is to get pakexplorer prgm and open the valve pak0pak.pak, then unpak the gfx/env folders and place them under valve as valve/gfx/env....with all the missing TGS files that go with those folders.
tracker UI not valid, not loadingThis is an error in half life patch 1110. Annoying but nothing to be concerned about. IF you want to aviod it, just go into Half-Life/valve/cl_dlls folder and change GameUI.dll to GameUI.bak.there is no bsp/Map not found on serverLots of possible causes for this, here are some of the most common:
Host_Changelevel2: Couldn't load map....Usually for single player mods/maps, for some vague reason if you have connected maps, your second one (or other) would not load. Check:
MakeNodePortal:new portal was clipped away from node@(coordinates)This indicates an invalid solid of some kind. You will need to find the brush at the coordinates listed and delete/recreate it. Usually this vague problem only happens in the older Q compiling tools, if you install and use the newer versions of Zoner's Compiling tools the problem will go away, or be given a more specific named error. However sometimes even in zoner's this shows up, due to Malformed face normal.SZ_Getspace Overflow on netchanA bad vague one - some server error caused by a bad map. In one situation of this I know of, it was solved by copy/pasting the ENTIRE level over into another .rmf file; when another time it occured it was solved by reducing the number of doors that used the same sound. In a third it seems it was caused by too many player start entities?, and in a fourth by a bad .wav file. But really I don't know if this was really caused by the WAVs, or by bad brushes, ghost entitys, or what. good luck figuring it out!"Portal file xxxxxx does not exist...."This can be a tough one. If the error causing it is clearly named in the .log of the compile with coordinates, then it is easy to fix. However, if the error is not showing up, it is time to go hunting. You could look at Token too large or some of the other errors. Check your Sky environment name, Wad count, ect. You may even try reinstalling a new copy of the compile tools in case they got corrupted, it has happened!
"LoadPortals: failed to read header" or LoadPortals: couldn't read.... or LoadPortals: not a portal file or LoadPortals: reading portal.... or LoadPortals: portal.... has too many pointsThis can happen in compile: an error occured while loading the xxxxx.prt file. It could be corrupted, missing (if you have a leak), or your map is too complex for bsp to generate a valid .prt file. Somehow the portal file made by the other previous compiling programs got messed up, or the reading program is messed up. Usually a Qtools problem, rare on Zoner's compile tools, but most often happens between BSP and VIS."cannot find pts file"xxxx.pt# and xxxx.pts are files made in compiling by the compiling tools. Usually when you get "can't find .pts" it means something went wrong with compile. It could be a bad setup you made for the compile, or you're Running WC/hammer thru normal instead of expert, or having "too many wads", or corrupted compiling tools (rare but happens), a bad path/name somewhere, or several others. The solution is generally to use a front end or batch file with zoner's compile tools, then the problem usually goes away or the compiling error becomes clear.Mod_LoadSpriteGroup: interval<=0Uncertain: When HL engine was loading sprites into its game cache something went wrong. This may mean a corrupt pak file, or a memory problem like precache, or a weird one like Mod_LoadBrushModel:maps/"Mod_LoadBrushModel:maps/mapname.bsp has wrong version number [571084155 should be 30]" or Mod_LoadBrushModel: Sprites(lgtning.spr has wrong version number (0 should be 30)Here are a few of the problems that popped up under this situation:
"Could not validate Half-Life"A similar problem to wrong version above. Solutions are:
SerializeRMF()v2.2 tried to load a file v0.0 AbortingThis World Craft/Hammer editor error means you are mix matching prefabs and maps made in different versions of WC/Hammer. Sometimes this is bogus, and then it means the level has been corrupted, or WC/Hammer has been corrupted. See also missing [ in texturedef.velocity too low on func_pushableThis means that this func_pushable(s) is\are falling infinitely through space. This can occur when you place the func_pushable sumberged in water, place it on an unclipped skybrush or somehow shoot an entity or model at\through a skybrush.black hand or my player/weapon model is blackThis is a lighting error, the SKY looks lit, but the map, especially the players weapons are dark. Causes are:
"couldnt`read texlights from lights.rad. or bad texlight. or 0 textures parsed from lights.rad"This means your lights.rad is corrupted/screwed up. Open lights.rad up with Wordpad and fix it. If you do not know how, open Valve.rad and copy paste into lights.rad.entity flickering or entity is changing from fullbright to dark and backOne at least one occasion, an elevator, this was caused by the brush entity only being lit by RAD bounce. Try adding a direct light or a texture light to directly light the entity.
Exceeded MAX_SWITCHED_LIGHTSThis new compiler error has appeared with hlcsg v2.5.3 rel Custom Build 1.7 - I do not know the exact limits yet. Self explained, you have too many switchable lights, perhaps from using switchable texture lights?
Lightmap for Texture aaatrigger too large [11x32=352 luxels]; cannot exceed 324.Most probably your .rmf, your .map or .bsp has been corrupted in some way. AAAtrigger textures are treated special, and should have a special lightstyle of 255, which means "no light data" = RAD is supposed to ignore them. If AAAtrigger is going through RAD, something is wrong, most probably corruption. (BTW: a luxel is short for "luminosity pixel" -- it's a fancier name for a light sample.)Warning: Too many direct light styles on a face(coordinates given)(revised) You have too many different kinds of light shining on a face(patch) of a brush: either differently named switchable lights, or flickering or strobing lights, or lights with a custom appearance. You need to remove some of these lights in the problem area (probably where you have the most such lighting), or combine the lights' properties into the same style. You can have more than one light shine in an area, but 3 styles maximum; but the lights should be the same light type/custom appearance/name(if any) if possible. The new switchable texture lights count as one dynamic style if they are all the same type/custom appearance/name.I am not certain about the new shadow coloring control, but I do not think that applies to the dynamic, just to the static background. (Each face wpoly/patch can have shining on it max 4 light styles: 3 switchable/dynamic light styles, and 1 reserved style for the static/unchanging lightmap. The reserved is the background lightmap - all the normal texture lights, light env, and lights that are unnamed and normal mode - no matter what the color or brightness. The dynamic lights can be single lights or a group, as long as they have the same light type, same custom appearance, and the same name. You can have 3 sets of dynamic - eg. if the lights have the same name, but 2 different light types (eg. normal and flickering) and one custom appearance then they make 3 dynamic styles.) choice to fix: 1. remove a bunch of lights in the area, named or lights with different types/appearance. 2. change more lights to the same type - type by light properties - or same names - or same custom appearance. 3. (Recent info from Cagey about how the RAD code works revealed that the older compilers look at EVERY entity with a Style property and counts it in as a light style! This includes entities such as buttons that do not give off light!) So also go thru your entitys with Smartedit off an remove Style stuff, or open up your .map of your level with an editor like notepad and remove the Style values from entitys like buttons that do not give off light really.... 4. RAD -coring 0.2 is used in some compiles with switchable lights to make light travel further before the cutoff, which make the switchable light look better - but it may also cause more styles to hit a particular face. If you are using the coring parameter with RAD, consider removing it from the compile.
Decal will not workDecals from decal.wad are tricky. They should be in the decals.wad file in the right B&W format. But if the server has decals turned off, or your setup has decals off - then they will not show up. Also some vid cards have caused problems with decals. Also do not try to use regular .wad textures as decals, use the textures from decals.wad, or make your own decals in the decal.wad with wally.Decals are re-sized according to the texture they are on top of.
"bad animating texture (texture name)"Animated textures names start off with a +0 and go to +9. If there is a gap in the sequence (like +2xxxx followed by +5xxxx) or if some other character is used with the "+" (like +olab1_gun1or - "o" is not a number.) then you may get this error. Also a texture with a bad name of the random beginning "-" can cause this error, even though it is not animating. Sometimes it is bogus, caused by a corrupt save/export, or by that old "too many wads" mistake.Larger than expected textureThis is a warning, and only a warning, that you are using a larger sized texture in your level than some older video cards can handle. It is not a compile error, but it may cause player clients to sieze up if they have an older video card, or are in Software Video Mode. You must decide if you are going to abandon those players, or use another texture. See also Checkered textures.
'texture axis perpendicular to face'For some reason a texture has been rotated on the face of a brush until it is "stick out of" the brush face. Causes are usually, but not always: vertex manipulation, clipping the brush, carving the brush, importing a prefab, and sometimes rotating/skewing a brush with more than 6 sides - like a cylinder - without texture lock(tl) on. You could try map problems to see if it finds the error - sometime it does, but more usually you have to hunt."mip>=loadmodel->numtextures"Too many textures used, keep the number below 100. However here is a different point of view, a quote from Jay, VALVE programmer:This is a check on the validity of the BSP file. If this happens, it means that some texinfo is referencing a texture map (by index) that isn't in the BSP file. This shouldn't happen under any normal circumstances. Maybe the build failed and you have a partial/bad BSP?
My compiler askes for a wad I didn't use and don't haveFirst, I hope you check the spelling of the .wads you entered into the map editor. Obvious, but never hurts to check.This usually happens because of the Too many Wads problem. Remove any wads from WC/hammer you did not use in your level. Try to keep the maximum number of wads installed in WC/hammer 8 or less. Another solution that sometimes works is to make an empty wad, a wad with all the textures removed, and install it as the LAST one in WC/hammer - this especially seems to help Hammer map editor. I cannot see my texturesCheck, if it is for textures in WC, did you put the texture into a wad of the right format (HL) and install it in WC? If it is for far away textures in the game, did you set the map's max view distance too low? Are you in software mode with more than 800 wpolys in the area? Or do you have too thin brushes or overlapping brushes? Do you have too many wads in WC/Hammer - 8 is the limit? Did you remove the wad from WC/Hammer that the texture is in? Was the texture was over streched or over shrunk, or adjusted to nothingness. If your custom textures are black in the game, did you REMIP them in Wally?If it is an invisible texture/{transparent check all of these:
"textures xxxxxxx is not 16 aligned"All textures have to have edge dimensions divisble by 16. Check the texture with Wally to see if the sides are a multiple of 16 - if not resize the texture or clip it to size - or just don't use it!Note: 16, 32, 64, 128, & 256 are the BEST dimensions to use! Other dimensions like 48 or 96 are legal, but due to engine texture resizing manipulation they will not look as good as "the powers of 2" edges would. my textures far off get lines in themThis can happen because a custom texture has not been properly remipped when made in Wally, or it could happen due to z-fighting.Basically, z-fighting is due to limitations in the floating point precision calculations which your graphics card is processing, objects far away tend to fight over who has presidence to the player's view. Put in simpler terms, if you have, for example, a poster 2 units thick on a wall and walk away from it, sooner or later the card's calculations will become less accurate, and will not be able to properly determine which is in front - the power, or the wall behind it. So you have to be careful when putting thin entity brushes next to regular brushes. Making a space in the brush behind the thin one can help reduce the problem. Also read Checkers below. my textures are checkered or have dotsThis is often a sign of bad junctions in mapping. Checkers comes most often from overlapping brushes. Dots usually come from bad joints, which come from vertex manipulation or clipping, or come from the translation errors from WC/Hammer .rmf format to .map format. Sometimes these problems also come from too thin brushes. Occasionally checking happens because an old video card gets textures which are too big (over 256x256), or because the player is in software mode and there are too many wpolys seen. (800 wpoly limit in software mode.) One more thing that can cause this is for the compiled level to ask for a texture which is not in the loaded .wad anymore - maybe you removed the .wad from the editor, or switched in an other .wad that is named the same but doesn't have the texture you were using?Some solutions are: to fix the brush, to check the .map version to see if it is a translation error, to overlay the dots with another brush of same texture, to use smaller textures, to have less wpolys/brushes in the area, and to double check that the texture is in the .wads you are using.
WARNING: Texture lump "xxxxxx" not foundThis usually means that you changed the wads installed in WC/Hammer or their locations after beginning the level. Go back and make sure the WAD carrying the texture is still in WC/Hammer when you compile, or when you remove the brush the texture was on. Also make sure you aren't running an -onlyents compile by mistake. But it could also be the too many textures problem or it could be that old "too many wads" mistake.
W_GetLumpinfo: font0 not foundDid you move or delete the fonts.wad file from where the game needs it? This fonts.wad file is needed by the game engine, and should not be deleted or moved - and along with gfx.wad & cached.wad, they also should not be installed into the map editor either, since you cannot use the "textures" in mapping; gfx, cached & fonts.wad will just cause a problem later when you compile. Just leave them alone in the folder.
WARNING: Unable to load xxxxx\.wadYou probably did not put the path/name of the wad correctly in WC/Hammer setup, or you moved/deleted the wad since you set WC/Hammer up. It could also be you tried to load an illegal .wad into the editor for the map - see W_GetLumpinfo: font0 not found above. But it could also be the that old "too many wads" mistake, or a bad brush - also bad texturing has set this one off.I cannot hear my wavs or Warning: Unable to open sound/C for transfer or com_loadfile: bad usehonkWavs are tricky. You must use the perfect path/name, with the right capitals; sometimes even just adding or dropping the .wav extension in the name can fix things. If there are many wavs, you have to watch your sound card channel limits, or you will lose sounds/ambient_generics/wavs. If the problem is a custom wav, it has to be under the max size limit of less than 3 minutes, in the right format. (format is: unsigned, 8bit, mono, one start cue, 11025Hz PCM.)You can also try typing developer 3 into the console while playing the map, then walking through a trigger that targets the wav. The report may give a hint as to what is wrong.
sound overrunProbably your wav is longer than 3 min, get a shorter one. However, other (unknown as yet) problems have caused this to appear.
WARNING! sound/mapsounds/arc_tango.wav is causing runtime sample conversion!On some sound cards this happens. Many times it is meaningless and can be ignored, but if there are problems see can't hear my wavs above.
S_Findname - out of sfx_tUncertain, but as a guess: S_Findname() function could not find the name of a sound effect data structure.Unknown Command: VMod EnableThis is a bug with Half-Life version 1.1.0.8, a problem with a voice command function in multiplayer I believe, it's annoying but w'ell just have to put up with it until it's fixed in a later version.
emit_sound : pitch 346 or "sv_startsound: sound = 2550"This is a sound collision that can happen when 2 entitys try to make the same sound at the same time. An example: 2 trains running the same rail sound, both trains started by the same button so they try to open the sound file at the same time. The only known solution is to turn off the sound fx for both entitys....but that was for one case, feel free to experiment!(For the SV also see SVC_BAD - since I am uncertain if it may not be related to memory overflow of too many entitys loading too many wavs into the precache. sv_startsound is just a guess so far....) You can also try typing developer 3 into the console while playing the map, then walking through a trigger that targets the wav. The report may give a hint as to what is wrong. Can't hear my train soundsIt has been reported that when you set the intial speed of a tracktrain to higher than 0, sometimes the train sounds do not work?
Sentence or pitch shift ignored > 16 playingThis error can show up when you are testing in map, and more than 16 entitys stop at the same time, especially if they are func rotating, which has pitch changes on stop sounds. It is about a sound collision similar to emit_sound : pitch 346 above. This can happen even if you are not using any sound - it may be a programming bug in the engine.Solution is to make it so all entitys do not stop at the same time. sprites problemsSprites are very tricky. You must use the perfect path/name, with the right capitals - or it will stop the game. The path should start with sprite/spritename, not the whole path name. Sometimes browsing to the sprite works best, sometimes typing the path/name in works best.In WC (but not Hammer) a sprite can lock up a level map as soon as it opens, if the animated sprite is in one of the veiws. The solution is to close up all but one view and try again to load the level....or remove the sprite from the WC sprites folder. If there is fog in a game, it reacts badly with sprites, so that the sprite may have a black border/box, instead of invisible. No solution yet.
Entity xxx, Brush x: SKY brushes not allowed in entityJust what it says - you made one or more faces SKY in a brush that was tied to an entity. SKY texture cannot be in an entity. Either change the texture, or return the brush "to world". Do not just delete the brush entity - you will end up with an empty brush error. Use the entity and brush number with a goto to find the problem.R_LoadSky: Couldn't load gfx/env/cl_forestrt.tgaThis is from a bad sky enviornment name. If the six sides are sky_lf, sky_rt, sky_up, etc. you use only "sky_" in the cl_skyname field. Always drop any cl_ and the last 2 letters in a SKY bacground .tga name. Another example: cl_forestrt.tga should be used as only "forest" for the sky name.Again, for most of us a bad sky enviornment name leaves us with the default enviornment. But for some mappers, this can cause odd error warnings: like a bad brush that does not exist, or brush outside of map, or bad lighting in the map, or even a map crash when the bad sky comes into view. Make sure you get that name RIGHT! I push button/trigger in game and get kicked outIf the compile was good, and there were no other problems, then the most common cause of this problem is a logic loop with the entitys. Two or more entitys are set to call each other, and somehow you set them in motion - buffers fill with the loops in under a second, crash, and you are kicked out. Or you have named the trigger/button the same name as the entity it targets.Solution: fix the entitys. However, sometimes something else sets off the kick off, so keep an open mind. It could be:
NON-Solid Set To GlowYou set an entity into glow mode when you shouldn't have. Check the entitys in the map you made that you did not set a func_wall, or func_door or anything else into glow mode.no HUDIn HL you get no HUD until you get the enviornmental suit. In muliplayer mods you often get no HUD because you "ran"(f9) your level thru WC, so you are in test map mode. To get the HUD, open up your mod, go lan/create your map, HUD should show up.ReadSurfs (line 99416): 32189 > g_numplanes or max_map_planesBefore you go wild, try a recompile or 2 - sometimes it is just a random thing. Also search for a brush with more than 32 faces, such as a cylinder in the Maxpoints error.Otherwise this error means you went over the limit of the number of planes allowed. This means too many faces in the map = too many brushes, or too complex ones. Time to trim back the level map! Some solutions:
no free edicts or NUM_FOR_EDICT: bad pointerEach entity ingame takes up an edict slot, if the game ever runs out of edict slots you get the crash "no free edicts." Solution is to reduce the number of entitys in the level. Single player mods may have a different number of edicts than multiplayer mods, possible due to the number of player entitys, sprites & models required. Reported general HL limits are SP=900 to 1024?, MP=1365 to 2048?? your Mod may vary.However, in a small map with few entities, the error can also be too many of one sort of entity - some Mods of HL have individual entity limits. In addition the "bad pointer" may mean the bsp was corrupted, or even that your game engine/dll is corrupted. Test other maps to see if it happens with them, and if not, get a new copy of the .bsp and retry. If it continues only with that map, then it is probably too many entitys.
node graph out of date, rebuildingThe node graph is what controls the AI basicly. It's all the routes between your info_node entities. Each time you change the map it must be rebuilt (which HL does). The more nodes and complexity of the nodes, the longer it takes. The files for the graph are in the maps/graphs folder and should be disrubuted with any final map release if it's SP. Nodes shouldn't even be in normal HLDM maps.Memory allocation failureDescription: The program failed to allocate a block of memory. Likely causes are (in order of likeliness) :
allocblock:fullA tough one to figure out, vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause.If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.
(The following may still be handy, however be aware that Software mode allocates memory dynamicly,
so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end: If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
z_malloc failed on allocation of xxx bytes or D_SCAlloc: bad cache size 0Another insufficient memory or misallocated memory error. Possible causes are many, including too little RAM & also by having a texture perpendicular to the face of the solid with WC. In one case it was a script that shifted models one button. Possible solutions are:1. For memory telling the HL main engine how much memory to use with HL -heapsize # (1024 x number of meg is popular #) or HL -zone # in the shortcut. 2. For texture perpendicular go into WC/Hammer, then you can press alt + p, and select the problem if it is listed, and tell it to fix all of type; then try to compile again. 3. Or go thru the other errors on this page and try them as fixes. It CAN be frustrating! Sorry.
Malloc Block: FullThe only time I ran across this it was a leak.HOST ERROR: PF_precache_model_l:'sprites/spritename' overflow or No Precache or WARNING: missing precache: or error running precache or Host_Error: No player.mdl precache or host error: precaching overflow on player models or HOST ERROR: PF_precache_model_1:'models/modelname.mdl' overflow or othersPrecache is a game memory problem. It often could be you have a bad path/name for a sprite/model/wav. But it can also be that you have too many kinds or too large sprites, models(400 obj limit?), wav sound files(limit<3min) or entitys(data limit ~0.5M) and have overfilled the space setup for them. (see also SVC bad below.) Sometimes combining entities into fewer helps, but usually you will have to simplify to fewer kinds of sprites/models, or smaller sprites/models/wavs. Occasionally this error happens when you are using a corrupted or non-standard model/sprite. Using other folk's prefabs are often hidden reasons for this problem.Sometimes the "too many wads" problem sets this off, or having a brush textured with AAAtrigger texture visible in the map will cause this problem.
SVC_BAD or "500 overflow temporary ents!" or FSB_ALLOWOVERFLOWLike Precache above, it is usually a memory problem. This error is usually caused by too many entitys that create/call models - like gib shooters, breakables and pushables. The main solution is to cut back on these.Another cause of SVC bad in particular is compiling with -onlyents flag and having changed the geometry of the map. Also the SVC problem can happen because of various combinations of entities that are on the map together, it can be caused by lifts that are set in the up position when they have certain flags set, often a common cause of SVC bad is a bad compile where a brush based entity hasn't been compiled properly, so this can even be caused by a brush based entity with an invalid shape. SVC is a particularly tough one to figure out, good luck! It is also possible that the other problems as in precache above are also causing these problems. Error: too many entities or Too many entity's in visible packet listThat means you have too many entities visible/see-able at that time. There are two likely causes for this:Your not running VIS, or your map has huge ammounts of entities visible at a time. Solution: run VIS -full, block line-of-sight (aka. vis blocking), combine like entitys in the same room - but only in the same room.
Entity Limitation notes:
"Invalid Argument"If seen in compile, this means you probably set up the compile wrong, a bad path/name, a bad instruction flag for a compiler, or something of that nature. The solution is to go back and check and recheck everything to make sure it is all right.Rarely it is a freak instance that causes one of the compile programs to pass an invalid argument to one of its subroutines or functions (you may not really understand that last bit unless you do a lot with computer programing). Then you should reinstall your compiling programs. If seen when testing a map in your mod it could be that you set up an entity wrong in the map, for example a sprite calling a wav file. "Warning: No entities exist in hull #, no filling performed for this hull"Fairly obvious, you made the map without putting point entitys, like player starts. However, often this error will come up because an entity is outside the map; and other times this error will be bogus and something else lies behind it like: the "too many wads" or other odd errors, or you forgetting to export into .map format in WC, or a leak, or even a corruption of your level files! This error seems to get pulled up often for the wrong problem.
Empty Entity, Solid Entity ..... is Empty or Entity has no brushYou made a brush and tied it to an entity, but somehow deleted the brush without deleting the entity. An entity and brush number may be given, but it is still hard to find the problem - and sometimes the wrong brush is shown. The best way to find the problem is to use the goto of the map entity report, and goto each entity of that type. When the goto ends in a nowhere, showing no brush, that is probably the problem entity you can delete. But continue the check just in case there are more.
"Origin Brush....."ORIGIN textured brushes are not allowed in the level without being in an entity with another "visible" brush. (CLIP brushes do not count as "visible".) Furthermore, there may not be more than one ORIGIN textured brush in an entity. Make sure you did not accidentally clone the ORIGIN brush, and make sure it is tied into the same entity as the rest of the brush it is supposed to work with, and finally make sure there is only one ORIGIN brush in the entity.Note: For many entitys the ORIGIN brush does not have to actually touch the other brushes in the entity. Example: a rotating door as a swinging garage door can have its "hinge"/pivot point, the ORIGIN brush, below and inside the room the garage door is supposed to open.
"Clip Brush....."CLIP textured brushes are not supposed to be alone in an entity. There should be a "visible" brush of some sort, even if it is an {invisible textured non-seen "visible". (ORIGIN brushes do not count as "visible".) CLIP textured brushes CAN be alone if they are NOT in an entity, that is how they are supposed to be used.Edge with both face id's already filled.The only time this came up, it was a bad brush with too many vertex points. See MAX POINTS error."Mod-NumforName: xxxx.mdl not found"Often because the cycler entity, cyler sprite or some other entity used has the wrong path/name. You must use the perfect path/name, with the right capitals - or it will stop the game. The path should start with model/modelname, not the whole path name. Sometimes browsing to the model works best, sometimes typing the path/name in works best.Also if you have changed the model, for example a new player model or a new gib model, it can cause this problem. Re-install the old model. Sometimes the "too many wads" problem sets this off too.
custom file has wrong number of lumps #I have only heard of this once, and then this error was just related to a downloaded custom gun or player model. Solution, switch back to the official standard models.
green "flies" around a monster or player or model has yellow/gold dotsThe problem is the monster is stuck in the wall or too close to the wall or a brush entity. When a monster/player/model gets stuck in a wall, the engine creates those dots/flies to draw your attention, so you realize your mistake. Simply move him/it out of the wall and it will be okay.had 5 small blobs of white, yellow, brown, and red dotsIf you have 5 small blobs of white, yellow, brown, and red dots; one in the middle, and the other 4 circling clockwise. This means you have an info_node error, an info_node or info_node_air was connected to more than 256 or less than 1 other node. Make sure the info_node can see at least one other node, and the blobs should disappear.Host_error: UserMsg: Not Present on Client #This is not a map error or compiler error, it is a server/mod/HLTV/HL error. Some of these problems have been corrected with HLTV/mod/HL updates. I do not know the cause nor the solution at present - but make sure you have all the most recent updates.
host error : PF_setview_1:not a clientThe only time I came across this, it was some error with a camera shot that started the level, and taking the camera out fixed it.EsBe says: As the name implies, this error occurs when the game tries to change the view of a non-client to that of the trigger_camera. What isn't so obvious is that the trigger_camera doesn't automatically target the player. It will target who-/whatever triggered the camera entity. "file read failure"There is a problem reading the file. The possible causes and possible solutions vary so much I cannot list them ALL here, but for a HL/mod game a few are:
Floating point division by zeroThis is a sign something is wrong. But there is no certain cause nor answer. Check first for leaks, after that ANYTHING or everything on this webpage. Sorry.
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Info mainly from JCHQ, who used many sourcesVismatrix too bigThe other memory requirements (about half as much as the vismatrix's usage) plus this put you over the top in memory. This pretty means your physical memory + swap is less than all the memory qrad wants to consume. A few things to work around it:
"Warning: SwapTransfers: unmatched"It's often a false problem in QRAD, but sometimes real. solutions:
"Error parsing brush""This is usually caused by custom textures. Check all of your custom textures and make sure there are no spaces in their names, all lowercase letters. I'd bet you'll find a texture or 2 with a space in the name. If you find one, just load that .wad back into Wally, change the name, load the map back into Worldcraft, [alt]-p to bring up the error window, and it'll tell you what brushes you used that had the texture you just renamed so you can change it to the newly renamed texture. (You can't save a .wad that's currently being used by Worldcraft, so be sure and close Worldcraft before editing textures.)"
"Token too large"This can refer to several different errors:
"Illegal Page Fault"Mostly an old WC 2.1 error not seen often in WC3.3/Hammer. Causes are illegal/bad brushes, or more usually the "too many wads" as mentioned above."MAX_MAP_MIPTEX" (Zoner's Compiling Tools) or ReadSurfs (line ReadSurfs: 990 > numtexinfo"Although Zoner's Compiling Tools recommends you to merge or remove unused textures (which in itself indeed is very prudent), here's another solution. Just use the "-texdata" switch on the command-line for HLCSG to increase the texture memory. Normally it's is set to 4096 KB (compared to 2048 KB available to QCSG - the compiling tool Valve used), but you can set it up to at least 8192 KB. When you do set it higher, look at the log output from HLCSG - it will tell you how much more than 4096 KB it actually uses now.."
"MAX_MAP_MODELS""The max_models error is that you have exceeded the maximum number of brush based entities in your map. This can be either the total amount of brush based entities or of a specific entity."So it's either too many of one type of brush based entity or you have exceeded the number of brush based entities in the game (like trying to make the whole map out of func_xxxxx entities)". "Each player model, each grenade, nail, gib, etc. counts toward the MAX_MAP_MODELS count. The total model count is always dynamic durring the game and changes as new models are spawned and removed. You simply need to make sure you leave some space. see also: entity limits. "MAXPOINTS""Most level editing programs will happily allow you to create brushes that cannot exist in the engine because of compiler and/or engine limitations. As an example, use your favorite level editing program to create a room with a 32-sided cylinder in the middle. WC/Hammer will let you do this, and I'm sure that Quark will as well. Then try to compile it - you'll choke on a MAXPOINTS error. The cylinder has two faces with 32 sides, which is above the MAXPOINTS limit (28) set by the compiling tools.""CanonicalVector: Degenerate""You've combined brushes into a func_water that doesn't form a rectangle (or damn close to a rectangle). Func_waters are notorious for being STUPID. I got this error just combining two worldbrushes that made up an L shape into a func_water."
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Common Mapping Problems & Compile Errors by Zoner with additions:
mixed face contentsExample:Entity 0, Brush 12: mixed face contents Texture ROCK_X1 and SKY Entity 0, Brush 37: mixed face contents Texture STEEL_9 and WATER7 In Halflife, brushes are required to have all faces be of the same type (solid, water, slime, sky, origin). Fortunately almost all textures are solid. If you put a water texture on one side of a brush which has dirt or steel textures for example, that would generate the error. The engine needs to know what is inside the brush, and it would be real confusing if different types could be put onto the same brush. The fix is relatively simple. Simply find the offending brush, and then the faces with the inappropriate texture and change it. If a brush uses SKY, all sides must be sky. The same is true for CLIP, and ORIGIN textures as well. If you are careful it is possible to mix water textures (provided you don't accidently use a slime texture on the brush)
RankForContents: bad contentsRare error. In one case it was a bad brush from vertex manipulation. In another case it was a func_door with the 'passable' flag set & a large clip brush. Try an editor "check for problems", otherwise retrying the compile may help. If you are still stuck, try the big block method or Cordon Boundry compiles to find the problem.
my SKY turns invisible when I am in a func_waterThis can happen when you have not done a complete error free compile with VIS -full and RAD, or it can be because you have a bad driver for your video card.Leaf portal saw into leafThere are fine tutorials here : http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm and at DeWan's Old Tutorial on BSP and VIS.
Exceeded MAX_PATCHESWhen hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1. Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary. Barring having a box, the other cause is large maps. The fixes are varied but can only help so far.
HLVIS is SLOW
Bad Surface ExtentsThis is typically caused by having extremely large scales on faces, (typically "stretching" far
above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft
as a 'texture axis perpendicular to face' error.
missing [ in texturedefThe 'missing [ in texturedef' message can be caused several ways:
MAX_PORTALS_ON_LEAFThis is normally caused by having large rooms which connect to a lot of other hallways, alcoves, or other similar shapes. Alternatively it is caused by an invalid brush, of which each one is usually unique and you would have to find on your own (though Worldcraft is pretty good about finding them in its 'check for problems' feature).
How the heck do I use HINTs/How does VIS workThere are some decent tutorials. First, there is the excellent CounterMap tutorial for HL/CS. MAX_MAP_CLIPNODESThere isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work. When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time). If the world has had a 'box' placed around it to prevent leaks, its
probably causing several thousand (if not 10000+) extraneous nodes and
clipnodes to be caused, not only wasting resources but will cause vis to
work a lot harder than it needs to.
An example map is available,
demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush
in place, the map requires over a hundred more clipnodes to define the player-accessable space.
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by [DNv]Cross:ALL YOU EVER WANTED TO KNOW ABOUT A SKY BOX:The method which has been described is called a sky box. THIS IS EVIL! NEVER USE THIS METHOD! Ok.. now that i'm done flaming sky boxes, I'll go into an explanation.BSP maps consist of two separate areas. The level area, and the outer void area. When a map is compiled, both MUST be included in the map, or the compiler will not work correctly. The compiler defines the "inner" level area by entities and the "outer" void area by a lack thereof. When the compiler cannot distinguish between the inner and outer area due to a lack of a boundary, entities on both sides of the boundary, or simply no entities at all, a leak is generated. When an entity is specified with a leak, that entity is (99% of the time) not the problem, but is simply the closest entity to the problem. Instead of just simply deleting that entity, you must find the cause of the leak (hopefully you haven't deleted your entire level already). There are many methods to this. The pointfile method, the leakfinder program, and the block (not skybox) method. Each of these has been discussed many many times (and is in the Hammer/WC help file if you take a look ). What happens when you make a skybox: - Your r_speeds will get much worse - Your map will take longer to compile - You will no longer have leaks, but at a high cost - Your map will be a larger file than neccessary What is not good about a skybox: - The outer walls of your map are compiled along with the inner walls, creating a lot more work for the VIS and RAD programs, making the compile much slower. - In game, r_speeds will rise significantly because the engine will have to draw the outside of the level at times as well as the inside. - You will lose valuable file space to the outside faces of your map. This will increase your map's file size and limit the number of objects / walls you can place in your map. How do I make a skybox: I hate to tell you so you don't go and make one. However, since I want you to avoid this method, I will tell you what NOT to do. A skybox is simply a very large box drawn around the entire level, then hollowed out. So use SKY instead as a "lid" for each section, or put it behind the glass in windows.
One more thing to Know: - [DNv]Cross - |