If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.Īpparently it cannot determine the boundaries of a certain portal. Usually, this error is caused by a leak, so fix it if it is. This means that none of the brushes in leaf 0 or 1 that touches the portalĬheck for a huge brush enclosing the coordinates above that has contentsĬandidate brush IDs: Viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto) Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. This error will cause your map to fail compiling completely Reset the overlay brush faces and recompile. If you have an overlay that is applied to a very large brush, try cutting up the offending brush so it is not as large. near stairs, or when you use a small lightmap scale). Allthough easier said than done, you must try to find the overlay in Hammer (where you can only guess where your faces are cut) so its best to check big (stretched) overlays first, and also make sure you have no world brushes cutting each other up near these overlays (eg. This can also be caused by an overlay that is applied to a very large brush or a brush that has a very low lightmap scale.Ĭheck each overlay in your map, and make sure it doesn't cover more than 64 faces. This number is based on the faces after bsp cutting, so it might look allright in Hammer but doesn't work ingame. One of your info_overlays is spanning more faces than the maximum of 64. The affected object may not work/appear properlyįace List Count >= OVERLAY_BSP_FACE_COUNT You can find the entity with the offending model using entity report. The GUI model browser shows you exactly what types of entity a model is suited for. There are exceptions offcourse, as allways. anything thats completely static is prop_static (you may alsop recognise these with invisible backsides) anything that can be picked up is prop_dynamic or prop_physics(_multiplayer) like it says in the error, use a prop_physics, prop_dynamic or prop_physics_multiplayer) or whatever the compiler tells you you should use). You have used the wrong model with the wrong entity, or there is another reason the model couldn't be loaded, like an invalid location, errors in the file etc.Įither change the model, or the entity (eg. Remember this error is not a cause of your map to not compile, it is merely a sign that your map didn't compile.Ĭheck your logfile for errors, check your directory setup or rename your map. The exact cause is usally findable in the logfile. try to build your mapname out of characters ( a-z ), numbers ( 0-9 ) and the underscore ( _ ) only. For mapnames, remember to avoid any strange characters, like brackets, dots, commas and spaces. In which case you should also see the effects further upwards in the log (something like the other programs not being able to load your map). The other cause is some invalid setup of directories, or bad mapnames, too long pathnames etc. The cause is usually some fatal error in vbsp.exe (the program that generates the bare bsp-file) so check for other errors in your log. This error means it couldn't find the BSP to copy it.(the message Windows returns may vary on it's language) Windows reported the error: The system cannot find the file specified.Īt the end of the compiling process the BSP file is copied from the directory your vmf file is in to the game/maps directory so it can be played. If you really can't figure it out, and you have spend a lot of time on your map already, you may also send me the map and I will take a look and see if i can fix it.So far I have been able to repair all maps people have sent me, so bring em on! Causes are using quotes or curly brackets (" or ) to the file fixes this error, but be prepared to have lost some, if not a lot of data on your map. This can be caused by either a BIG, excessive, ENORMOUS HUGE map, or some error in the vmf structure of your mapfile which caused Hammer to go into a loop. Hammer does not have enough memory loading all the brushes in your mapfile.
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