nummapbrushes == MAX_MAP_BRUSHESObviously, that means you have too many brushes in your map.
qrad.exe v 1.5 (Apr 6 2000)I don't think I want 5 year old compilers that are designed for Quake. I think the website for the newest compilers is www.zhlt.tk or www.zhlt.info can't remember.
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']See? It only reads 1 of them when there are about over 25!
"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)Seventh-Monkey also has a mirror to that page.
Here are a few of the problems that popped up under this situation:
1. You may have errors in your compile, if not then,
2. Your pak0pak.pak file may be corrupted?
3. Maybe the wrong game version?
4. Wrong WC/Hammer version? Earlier versions of WC were particularly prone to this. Use WC 3.3 or Hammer!
5. Maybe another compile will make it go away, or not? And make sure you have the most up-to-date version of zoner's compiling tools....
6. You may have a bad model - like one from another mod or game, or you once installed a custom one? Or you may have a corrupted sprite or model?
7. Have you installed a patch recently? It might be bad....
4. For entries over 1Mb, just add a link to where you have hosted it on the web, in a .txt file and upload the txt file in a zip.
2. You can add your own textures, sound or skies, but they have to be included in a Custom Game Format (MiniMod).However, the judges might be using Steam, so if that is true, the avi is useless and the splash will only work if made a different way from WON.
I would call it "Aliens Everywhere"...But that's not necessarily the whole game...there's beating the military, even though there are aliens everywhere .
** Executing...I thought you weren't supposed to compile on different drives...maybe that's what's causing the
** Command: E:Program FilesWorldcraftqcsg.exe
** Parameters: "F:Program FilesHalf-Lifevalvemapsmansion_1st_ma
in"
WARNING: couldn't open program fileshalf-lifevalvere_sof_1.wadsince it's trying to access E:Program FilesHalf-Lifevalvere_sof_1.wad.
I'm amazed that there're 1.5v 16MB AGP cards, and I'm guessing you must have a 1.5v socket on a motherboard that supports a 2300+?NO idea what you're talking about.
Runtimes: (Required)
.NET Framework v1.1 (23,698 KB Executable) - GCFScape is written in C++ .NET and as such requires the .NET runtime to run.
Runtimes: (Required)
.NET Framework v1.1 (23,698 KB Executable) - GCFScape is written in C++ .NET and as such requires the .NET runtime to run.
Runtimes: (Required)To be more specific, extract the models to <Steam directory/where Steam.exe lives>SteamApps<your email>half-lifevalve. Just extract the whole models folder.
.NET Framework v1.1 (23,698 KB Executable) - GCFScape is written in C++ .NET and as such requires the .NET runtime to run.
You stumble to play HL21. Err...HL2? Not everyone has HL2, so that would be false
when a pop up appears with a flash movie...2. Spyware/adware/virus plus it would never get there since I am pretty much clean of adware and viruses
I have a great idea that has rarely (or not at all!?!?) been done, but I probably don't have enough time (school...).I take that back (sort of)...I'll still work on it when I come home and possibly in the morning (and obviously on the weekends).
Read the tutorials while it's compiling .Nice advice Seventh .
[1 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']*cough*ONE light parsed from it. Hmm, let's see how many texlights there are in the HL WAD and see the difference between the amount of those and the amount parsed...
I see the difference, but what is style?Style as in different styles of light, like a light that turns on/off, one that flickers, one that flashes rapidly, and you get the point.
ok, heres a new question to pose.....if a brush has 6 sides with the same texture on each side, and the texlight you are using, is said texture, does that count for the four lights rule? Would that be a reason for the error?If you're talking about having a texlight on a cube that would emit light, then no, it wouldn't give you an error. The error is not "Warning: Too many lights on a face", it's "Too many light styles on face". See the difference?