Hi all,I am a hongkong mapper(14old=[ ) Created 19 years ago2004-07-10 02:32:10 UTC by Hongkongmapper Hongkongmapper

Created 19 years ago2004-07-10 02:32:10 UTC by Hongkongmapper Hongkongmapper

Posted 19 years ago2004-07-10 02:32:10 UTC Post #40121
As the title,so maybe my english is wrong.
I run my map.It appeared

** Executing...
** Command: Change Directory
** Parameters: D:...

** Executing...
** Command: Copy File
** Parameters: "D:..."

** Executing...
** Command: C:...qcsg.exe
** Parameters: "D:..."

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering D:...
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: ...decals.wad
Using WAD File: ...halflife.wad
added 18 additional animating textures.
2 seconds elapsed
** Executing...
** Command: C:...qbsp2.exe
** Parameters: "D:..."

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing D:...

********** ERROR **********
nummodels == MAX_MAP_MODELS

** Executing...
** Command: C:...vis.exe
** Parameters: "D:..."

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
311 portalleafs
874 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (8)
average leafs visible: 58
visdatasize:5641 compressed from 12129
8.0 seconds elapsed

** Executing...
** Command: C:...qrad.exe
** Parameters: "D:..."

And then,I can't run my map.
What should I do?Thx
Posted 19 years ago2004-07-10 02:33:08 UTC Post #40122
I am sorry,my map is a SC map :)
Posted 19 years ago2004-07-10 03:34:25 UTC Post #40130
I am a little confused as to why it says 'D:...'
As for the error, it means you have too many models in your map, or too many brush based entities.
Use this site if you get any other errors. I hope you can understand what I said. Happy mapping! :)
AJ AJGlorious Overlord
Posted 19 years ago2004-07-10 04:11:55 UTC Post #40131
thank you :)
D:... << I amended =|
Posted 19 years ago2004-07-10 04:20:18 UTC Post #40132
Can I use monstermaker to fix it?
Posted 19 years ago2004-07-10 04:38:28 UTC Post #40134
It depends....do you have a number of soldiers in your map that will be hidden until they're triggered, or are all the models all necessary?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-10 04:41:51 UTC Post #40135
umm...I am sorry...I don't understand :confused:
I don't know how many soldiers in my map,but I think there is a lot.
I had not use monstermaker since I don't know how to use it. :
Posted 19 years ago2004-07-10 04:46:06 UTC Post #40137
I'll try and rephrase...

Are all the soldiers/monsters in your map going to be visible to the player when he steps into a particular room or something, or will they only be seen if the player does something to make them visible, like if they use a switch and then the soldiers/monsters are seen in the next room. If they will only be seen if he uses a switch or something, you can use a monstermaker. Check the tutorials here on how to use a monstermaker, I don't have a good idea on the details of how they work.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-10 04:53:26 UTC Post #40139
thank you very much :)
Posted 19 years ago2004-07-10 05:32:22 UTC Post #40140
No problem. Good luck on your map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-10 12:53:40 UTC Post #40210
the D means he has Half-Life in the D drive. Most people have it in the C drive.

********** ERROR **********
if you see this, that is the problem.

nummodels == MAX_MAP_MODELS

too many models.
monsters are models, and so are guns and stuff.

I hope you understood my english.

everyone else, if you already posted and answered, I did not read the whole thing. I am lazy, as you all may very well know.
Posted 19 years ago2004-07-10 12:59:13 UTC Post #40216
also you are using the old quake compile tools. check the links page for ZHLT, much better compiling tools that give more detailed error messages. if you want to go on further google for nem's batch compiler, batch compilers do things much quicker.
Posted 19 years ago2004-07-10 15:33:10 UTC Post #40254
the D means he has Half-Life in the D drive.
Which often means someone has another hard drive installed.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-10 15:46:22 UTC Post #40255
MAX_MAP_MODELS has nothing to do with models like monsters etc.
It means you have to many brushes on your map.
Try running the comiler with -chart (i think), this'll bring up a chart with information concering how close you are to the limits of mapdata.
You can also, in the VHE, go 'map -> show information' to see how many brushes, ents etc. you have.
If you had too many monster, you'd get a too many entities error, as they're treated as entities.
Since you all said something completely different, I'm a bit unsure about this.
But afaik my version is the correct one.
Posted 19 years ago2004-07-10 16:11:43 UTC Post #40261
Brushes = models? Hmm...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-10 18:30:00 UTC Post #40287
The compilers call the brushes or a group of brushes models.
A brush based entity for example has a model key with points at the group of brushes it consists of.
Posted 19 years ago2004-07-10 19:51:59 UTC Post #40312
Never knew that. Interesting.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-11 05:23:44 UTC Post #40370
I was wondering about the '...' part after the D:
AJ AJGlorious Overlord
Posted 19 years ago2004-07-11 06:26:19 UTC Post #40379
Uh, paranoid? What're we gunna do, report you to VALVe for using a non-standard installation directory? Or is the real path D:WAREZEDHL?

Look the error up on Tommy14's error page.
Seventh-Monkey Seventh-MonkeyPretty nifty
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