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Model error... Why?

 
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TrIpWiRe
Noob
Noob


Joined: 06 Feb 2004
Posts: 2

Posted: Fri Feb 06, 2004 10:20 pm    Post subject: Model error... Why?

ok, ive made a map, compiled it, all is good and well, i put it on my server, join it, play on it, its great, but what happens when someone else tries to join you ask?
well here is the fun part....
they recieve an error which would be....
"Cannot Continue without model*(number between 1 and god knows where)"
this happens with just about every map i make... but with different numbers at the end.... why is this happening to me , how can i fix it?

The lastest error i had was model*20 so i looked around, i opened the .bsp file in notepad and looked around... and i found it,
it is a func_door... now this door is nothing special its just a brush with a labdoor texture on it tied to a func_door.... so whats going on whys it causing this
more importantly how do i fix it
here is the compile log in case it helps




** Executing...
** Command: Change Directory
** Parameters: "D:\Halflife\valve"


** Executing...
** Command: E:\CSMAPE~1\tools\hlcsg.exe
** Parameters: "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: E:\CSMAPE~1\tools\hlcsg.exe "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"
Entering c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SetModelCenters:
30%...50%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)

Using Wadfile: \halflife\valve\halflife.wad
- Contains 4 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \halflife\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \halflife\valve\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.14 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: E:\CSMAPE~1\tools\hlbsp.exe
** Parameters: "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlbsp -----
Command line: E:\CSMAPE~1\tools\hlbsp.exe "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster.prt'
0.13 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: E:\CSMAPE~1\tools\hlvis.exe
** Parameters: "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlvis -----
Command line: E:\CSMAPE~1\tools\hlvis.exe "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"
9 portalleafs
8 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
50%... (0.00 seconds)
LeafThread:
50%... (0.00 seconds)
average leafs visible: 5
g_visdatasize:32 compressed from 18
0.00 seconds elapsed

----- END hlvis -----




** Executing...
** Command: E:\CSMAPE~1\tools\hlrad.exe
** Parameters: "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlrad -----
Command line: E:\CSMAPE~1\tools\hlrad.exe "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'E:\CSMAPE~1\tools\lights.rad']
[1 texlights parsed from 'E:\CSMAPE~1\tools\lights.rad']

228 faces
Create Patches : 1354 base patches
0 opaque faces
16946 square feet [2440336.00 square inches]
3 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.23 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
Transfer Lists : 258478 : 258.48k transfers
Indices : 109052 : 106.50k bytes
Data : 1033912 : 1009.68k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.41 seconds)
5.08 seconds elapsed

----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster.bsp" "D:\Steam\SteamApps\[email protected]\counter-strike\cstrike\maps\tester.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\administrator\desktop\csmaps\savefiles\te
ster.pts" "D:\Steam\SteamApps\[email protected]\counter-strike\cstrike\maps\tester.pts"
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Slackiller
Site Admin
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Joined: 22 Aug 2003
Posts: 129
Location: Pa. USA

Posted: Sat Feb 07, 2004 1:28 am    Post subject:

hmmm maybe--> http://www.slackiller.com/tommy14/errors.htm#models
but tell me more about the map.
how big is it? how many entitys are used?
maybe a link to it.
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TrIpWiRe
Noob
Noob


Joined: 06 Feb 2004
Posts: 2

Posted: Sat Feb 07, 2004 4:12 am    Post subject:

nope, not that error, the map is 3 rooms connected by corridors *shrug* nothing special there, but in the other mapsthis has happened on its always happened when ive added an entity.... :/, errm 7 entities used.... ( not very big) 3 lites, 2 players spawns and 2 doors, and if i can get apche working.... it will be here http://equilibrium2.gotdns.com/tester.map
hope someone can help me :/
^^^ i got apache working so download and see if you can see anythin wrong :/
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Slackiller
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Joined: 22 Aug 2003
Posts: 129
Location: Pa. USA

Posted: Sat Feb 07, 2004 4:51 pm    Post subject:

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Slackiller
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Joined: 22 Aug 2003
Posts: 129
Location: Pa. USA

Posted: Sat Feb 07, 2004 5:17 pm    Post subject:

I added some more smilies
icon_pistoles
and a couple of avatars.
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