Q. |
MatchToken( "{" ) failed at line xx
|
| A. |
xx
can be a variety of numbers, it relates to what line the error
is on in either your .map file or one of your shaders. Say it
gives MatchToken {"{"} failed at line 55, then you
need to open up your map file or shader in notepad (check your
map file first) look down for line 55 and see where you can
add in the bracket.
|
Q. |
Shader not found/shader image missing
|
| A. |
This
is where you might not have loaded any textures and you will
see that blue and black image.
Also if you have added some custom textures, make sure there
in the textures folder, and that you have entered the shader
into the shaderlist.txt. Say if the texture folder you have
created is called "town" then you need to add "town"
to the shaderlist.txt on a new line.
Sometimes common textures may suddenly disappear, this can
be often solved by reinstalling the editor. No one seems to
know why this happens, but its rare and can be solved usually
by reinstalling radiant.
On occasion you might have made a texture and in the shader
not put in "qer_editorimage textures/mymap/texturename.jpg
" if you dont have that line then the editor wont display
the texture image.
Also
shader image missing is often a harmless message appearing
in the console or compile.
|
Q. |
Leaf has too many portals
|
| A. |
Generally means that you have a very complicated brush someplace
probably with a lot of faces and is far too irregular and complex
so the map wont compile so you need to make it less complex.
|
Q. |
ERROR: DispatchBSPCommand failed with a COM exception
|
| A. |
A problem with gtkbuild and q3build, you must have the .dll
in the plugins folder and it needs to be compatible with the
editor or it will give this error, with wolf you probably wont
be using any of these compilers anyway, but if you are somehow
this might occur.
|
Q. |
SV_SetBrushModel: NULL
|
| A. |
This
is an error which related to one of the entities in your map,
say you have placed a areaportal texture on a door entity, thats
going to give this error. You should look through your entities
and see if you can see anything dodgy. Look for mainly irregular
textures on entities, like the areaportals on doors, origin
textures on triggers etc, remove textures that shouldn't be
on certain entities.
Debatably can also be where you have entities that are only
1 smallest unit thick. This error has been debated to whether
it does really cause this error, still if the other solution
doesnt work try this.
|
Q. |
FloatPlane:bad normal
|
| A. |
A
Not to common error, this seems to occur after some vertex manipulation
gone wrong, check your vertexed shapes for irregulars and you
can try deleting vertexed shapes that disappear when you try
vertexing them. Im not 100% sure but you could also try using
bobs tools in the plugins, and select brush cleanup which should
delete bad brushes for you.
|
Q. |
RE_LoadWorldMap: maps/mymap.bsp not found
|
| A. |
Always
type /sv_pure 0 before loading your map up, it turns off pure
server. Also could mean you have a leak, so check for leaks!
Dont know what leaks are? check the FAQ here
|
Q. |
Bad PointToPolygonFormFactor
|
| A. |
This
is some sort of patch/mesh error, some say its caused by large
patches and you can ignore it if it doesnt cause any problems.
Also it is said that it can occur from a patch/mesh being to
close to a sky texture.
|
Q. |
Node without a volume / node has x tiny portals/ node with
an unbound volume
|
| A. |
Usually
a problem with small brushes of 1x1 or infinite brushes, it
needs to be deleted.
You also might want to try using bobs tools to delete it,
by pressing "brush cleanup". Also by using the co-ordinates
given in the error you can try to find the brush and delete
it that way.
|
Q. |
WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded
|
| A. |
Often
happens when you have a lot of brushes touching one brush, like
64 (which is meant to the the limit )all touching the same brush.
Which if you can imagine you have made a wall and have 64 brushes
up against it you will probably receive this error, so try to
cut them down to less.
|
Q. |
MAX_MAP_BRUSHSIDES
|
| A. |
This
is normally a problem with your total amount of brushes on the
map being over the limit, the limit is apparently 32768, so
you should try to get rid of some brushes. If your amount of
brushes is around that area or you can remove some brush sides,
each brush has multiply sides so try removing some of the sides
that wouldn't be seen when playing.
|
Q. |
MAX_PATCH_PLANES
|
| A. |
This
usually means that a brush face that is visible is being split
to many times, seems similar to max points winding in that you
might get this error if you have too many vertices touching
one brush or face
|
Q. |
Couldn't find image for shader noshader
|
| A. |
You
might see this pop up now and again, it usually means a slight
error in a shader, but it can usually be ignored with no problems
|
Q. |
MAX_FACETS
|
| A. |
Apparently
too many cones or spheres, you must have a crazy map to receive
this error, the limit is 65,535 of facets mr coneman
|
Q. |
MAX_MAP_LIGHTGRID
|
| A. |
Usually
means far too many lights are in your map, and to solve this
you need to up the gridsize setting. You can use Worldspawn
to enter gridsize with values of 128 128 128 or higher
You can also use the common/lightgrid texture to make a single
brush around your map which q3map will keep in these bounds,
therefore not lighting up anything not in under the bounds of
the brush.
|
Q. |
MAX_SURFACE_VERTS
|
| A. |
This
usually happens with large maps, it occurs when you have 256+
vertices on one face, which reminds me of the MAX_POINTS_ON_WINDING
which has a limit of 64 vertices touching one brush, so its
odd how it can even happen. Anywho you need to rectify the error
by not having so many vertices on one brush!
|
Q. |
WARNING: models/mapobjects/texturename.tga has empty alpha
channel
|
| A. |
Normally
no big deal and can be ignored
|
Q. |
MAX_VISIBILITY_EXCEEDED
|
| A. |
You
may get this error when making a very large map, and although
the obvious thing to do is to downsize the map you can do other
things such as use detail brushes more so the vis data is less
complicated so then the vis data wont be so large.
Also dont forget to use the caulk texture. Take into account
the way the map is structurally made, it might not of given
the error because the map is huge, but because its been made
poorly in that you can see too much on screen at once and the
view of whats on screen at once hasn't been taken into account
well enough.
|
Q. |
WARNING: light grid mismatch
|
| A. |
Can
mean you havent done the part of the light compile possibly
due to a leak or other error, which has resulted in full bright
in map and that error message, so check for leaks and other
errors, or run a full compile if you forgot to run the light
part and had full bright light.
|
Q. |
MAX_BUILD_SIDES
|
| A. |
Usually
means you have a really complicated complex brush in your map,
thats not allowed! you need to make it less complex!
|
Q. |
Brush with no normal
|
| A. |
A
brush has a dodgy face. Usually means that you cant see it in
the editor, but can in the map (in game).
You can use bobs tools: brush cleanup to get rid of these in
some situations, in other situations you might have to search
your map file (in notepad) and look for decimal points (in the
first 3 numbers in the brackets)and round them off (get rid
of the decimal point). Also you might of manually rotated a
patch and its went all funny, best not to rotate patch meshes
manually (by using rotate and then move the mouse around to
move them)
|
Q. |
Warning RE_Add Poly To Scene: Null Shader
|
| A. |
Usually
an error with a shader which you need to find, it can prove
difficult, you have to move custom pk3 files one by one into
a temp folder and then see if you still get the error, when
you dont get the error you will know what pk3 file to look in
and look for the broken shader you have made.
|
Q. |
MAX_SWITCHED_LIGHTS
|
| A. |
This
usually occurs with some abnormal targeting of lights, check
for lights with "targetnames" in by mistake, remove
all the targetnames from the light entities to fix it.
|
Q. |
Line xxx is incomplete
|
| A. |
Can
be where you have missed out a end bracket { in a shader or
some sort of missed out part of some code in a shader on the
line mentioned, so check your custom
shaders for
incomplete brackets etc.
|
Q. |
UnmatchedToken
|
| A. |
Usually
an error with a missing closing or opening { in the start of
the map file, you will need to open up your .map file in notepad
and compare it with a working .map file, you might see at the
start a missing bracket or unclosed one in worldspawn or something
so try altering.
|
Q. |
Map Map Visibility
|
| A. |
Occurs
when you have made a large map and too much is visible on screen
or its just so huge the engine cant make the map. Try adding
some vis blockers and making the map visually smaller. |
Q. |
Couldnt find bsp
|
| A. |
Usually
means you didnt put in /sv_pure 0 before you loaded your map,
you must use /sv_pure 0 for mp maps otherwise it wont load.
Can also occur very rarely where your map is there yet it doesnt
seem to see, try renaming it and it normally works.
|
Q. |
MAX_SURFACE_INFO
|
| A. |
Main
cause of this is when you have too many shaders. Try removing
lines of them that are not used or remove entire ones, the limit
is 3192. Unlikely to occur unless you have a large amount of
shaders and textures in your map
|
Q. |
MAX_MAP_DRAW_SURFS
|
| A. |
This
might occur if you have put tesssize 1 in your shader by mistake,
this means that texture is being tiled thousands of times so
to speak. You need to enlarge the number to around 128, 256,
etc |
Q. |
Error: aas_point arena num: aas not loaded
|
| A. |
This
is normally where you are trying to load a single player map
and you havent got any .aas files. Also remember to use "/spdevmap
yourmapname" to load up.
For each single player map you make you need two .aas files,
these are information for the AI, you only need to compile them
using a tool, and they must relate to the same name as your
map. See more in the tutorial for how
to make aas files |
Q. |
Backwards Tree Volume
|
| A. |
The brushes that are touching the void are not structural. Select them, right-click on the 2D view,
and select "Make Structural".
Try to think of structural brushes as your foundations, walls and roof/sky of your map,
and detail brushes are everything that sits inside your map, furniture, decorations, paint on the walls etc.
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