ПОМОГИТЕ ОШИБКА
Common Mapping Problems & Compile Errors
plane with no normal
Example:
Entity 10, Brush 0, Side 4: plane with no normal
Entity 10, Brush 0, Side 5: plane with no normal
This error is always caused by vertex manipulation. A plane is defined by 3 unique coordinates. If any of the three coordinates are the same, then you don't really have a plane (its either a line or a point). There is no way to fix this error other than to delete the brush and recreate it completely.
This is most commonly caused by dragging a vertex ontop of another to destroy it for several vertexes of the same face. The resulting brush can even look correct, but the side which you have destroyed can still have a point or two defined for it. The proper way to remove a face is to use a clipper. If the object is simple (say converting a square to a wedge), then dragging an edge via the yellow control points to merge multiple vertexes at once will probably be safe.
brush with coplanar faces
Example:
Entity 10, Brush 0, Side 5: has a coplanar plane at (-753, -9, 251), texture CA1X_CON1B
Entity 10, Brush 0, Side 6: has a coplanar plane at (-753, -32, 251), texture CA1X_CON1B
This is always caused by vertex manipulation. Say you have a five sided object like the following diagram:
Moving the top point down to make the object into a square, will cause this error, as now 2 faces are on the same plane, which is not allowed:
To fix this problem, either move the vertex causing the coplanar warning to make the brush convex again, or move the rogue vertex onto one of its neighbors to destroy it.
brush 'outside world'
Example:
Entity 10, Brush 0: outside world(+/-4096): (-9000, -64, 216)-(9000,23,283)
There are a few cases that create the 'outside world' error. The first is an damaged brush, almost always created by a vertex manipulation gone wrong. The coordinates listed in the error are very important in diagnosing the error. If any of the coordinates are -9000 or 9000, then the brush is damaged, and most likely needs replacing completely. The second most common case is actually having a brush near or outside the edge of the allowable region for the world. The brushes are expanded slightly for some of the calculations during a compile, so brushes near the edge within 64 units will cause the error too. The cordon tool creates brushes automatically to box in the cordon region, and their brushes can sometimes be quite large, and also extend outside the world. This can be verified by opening up the .map created by an export with cordon enabled, and looking to see what brushes it made.
mixed face contents
Example:
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. Simlpy 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)
=== LEAK in hull 0 ===
Check out these tutorials:
http://halflife.gamedesign.net/resources/leaks.shtml
http://info.gamedesign.net/designtuts/Leak/Leak-1.htm
The leak messages starting with 2.4 were updated to replace the old 'LEAK LEAK LEAK' messages. The entity listed along with the error is just where the beginning of where the pointfile is created, and can be used to help find the start of the line. It always goes from inside towards the outside, from this position. Deleting this entity will usually just cause the leak to start somewhere else, without actually fixing it . . .
=== LEAK in hull 1 ===
=== LEAK in hull 2 ===
=== LEAK in hull 3 ===
You can generally ignore these, but there is a possibility that part of the world somewhere will either be solid where it shouldn't, or vice versa.
Leaf portal saw into leaf
There is another fine tutorial here :
http://www.gamedesign.net/quake2/tutorials/dewan_hint
Exceeded MAX_PATCHES
When 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.
********************************************
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.
Error opening c:\program files\worldcraft\maps\little.bsp: No such file or directory
** Executing...
** Command: Copy File
** Parameters: "c:\program files\worldcraft\maps\little.bsp" "D:\Games\Counter-Strike\valve\maps\little.bsp"
The command failed. Windows reported the error:
"Не удается найти указанный файл."
не понимаю в чём проблема и еще когда я открываю через хамер формат MAP то выдаёт ошибку For your information 1952542071 solids were not loaded due to errers in the file и выкидует из программы
я карту сохранил в МАР больше ничего с ней не делал