found this one out myself
RB_CheckOverFlow: verts > (#### > 1000)
This happens when you compile your map (and it has models in it) without a -Meta stage and the models in your map have over 1000 verts
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Common Error Messages
#23
Posted 04 June 2009 - 11:23 PM
Quote
Hey, awesome thread
i got an issue,
when i go to compile it. it says
"The procedure entry point g_dir_open_utf8 could not be located in the dynamic link library libglib-2.0-0.dll"
Help me please
i got an issue,
when i go to compile it. it says
"The procedure entry point g_dir_open_utf8 could not be located in the dynamic link library libglib-2.0-0.dll"
Help me please
Ok old post but in case anyone else faces the same problem:
Go to gtkradiant 1.4 root directory and notice the file q3map2.exe, there's another one named i think q3map2.exe.bak, just switch names between these two files (name q3map2.exe -> q3map2.exe.bak and q3map2.exe.bak -> q3map2.exe). This shall do the trick.
#24
Posted 06 June 2009 - 06:00 PM
Got a small issue..
I have faced the "leaf with too many portals" error. To be honest, i can't understand what to do exactly to correct this. My map is small, the class worldspawn in which all the brushes are included (about 80 in number i think) and then the entities (spawn spots e.t.c.). Any help will be much appreciated
Some noticable info: When i was compiling using gtkradiant's compiler with this error the procedure would stop. When i was compiling with the q3map2build application, the procedure would continue. Now with q3map2build i compiled the map (even though there was the error, the map was compiled) and tested it.
-->Everything seemed fine except 6 or 8 brushes weren't there (they were but they were invisible). I assumed this is an effect of "too many portals error". But
-->I noticed that i had "double" created these brushes (means that i've chosen the brush and pressed ctrl+c and then ctrl+v but i left this new brush there). I removed the unnecessary brushes. Then
-->I compiled again (with q3map2build). I had this too many portals error again. But when i tested my map.. everything seemed fine! All the brushes were where they were supposed to be. Despite the error, my map doesn't seem to have any bug/trouble.
Some explanations would be highly appreciated!
I have faced the "leaf with too many portals" error. To be honest, i can't understand what to do exactly to correct this. My map is small, the class worldspawn in which all the brushes are included (about 80 in number i think) and then the entities (spawn spots e.t.c.). Any help will be much appreciated
Some noticable info: When i was compiling using gtkradiant's compiler with this error the procedure would stop. When i was compiling with the q3map2build application, the procedure would continue. Now with q3map2build i compiled the map (even though there was the error, the map was compiled) and tested it.
-->Everything seemed fine except 6 or 8 brushes weren't there (they were but they were invisible). I assumed this is an effect of "too many portals error". But
-->I noticed that i had "double" created these brushes (means that i've chosen the brush and pressed ctrl+c and then ctrl+v but i left this new brush there). I removed the unnecessary brushes. Then
-->I compiled again (with q3map2build). I had this too many portals error again. But when i tested my map.. everything seemed fine! All the brushes were where they were supposed to be. Despite the error, my map doesn't seem to have any bug/trouble.
Some explanations would be highly appreciated!
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#26
Posted 09 June 2009 - 11:46 PM
Quote
pressed ctrl+c and then ctrl+v
it was actually space bar
what you need to do is make small brushes detail. do you know about making brushes detail and structural? if not i recommend reading up on vis blocking and how to hint.
if its just a box then make everything detail except the brushes touching the void(hoping you know what the void is)
#29
Posted 11 August 2009 - 07:33 PM
Quote
ERROR: safe_malloc failed on allocation of 71058624 bytes
Set com_hunkmegs to half your RAM, exit the game normally (don't type /quit), and load it up again.
Set com_hunkmegs to half your RAM, exit the game normally (don't type /quit), and load it up again.
SOLUTION:
Note: You may have to tweak your solution appropriately and test.
I was able to increase my worldspawn _lightmapscale size from 1.25 to 1.75, and successfully compile. The -light stage in q3map2 no longer blew up with the error above. Shaved about a half-hour off -light (from ~75m to ~50m) as I no longer require -lowmem as a band-aid fix. Meanwhile I'd also found all patches and increased (less detail) _lightmapscale size on their entity groups to waste far less lightmap data.
#30
Posted 06 September 2009 - 04:54 PM
I have got a new error
I only know this:
************ ERROR ************
ClipWinding: points exceeded estimate
I only know this:
57 structural brushes
346 cluster references
--- NumberClusters ---
133 visclusters
440 visportals
430 solidfaces
--- WritePortalFile ---
writing C:/Program Files/UrbanTerror_mapping/q3ut4/maps/ut4_tak.prt
--- FloodAreas ---
1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
6600 detail brushes
8294 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
25085 axial edge lines
3881 non-axial edge lines
24 degenerate edges
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
50100 verts added for T-junctions
143741 total verts
15556 naturally ordered
4394 rotated orders
3419 can't order
6 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
6 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (2)
23365 total meta surfaces
21932 stripped surfaces
1431 fanned surfaces
0 patch meta surfaces
148172 meta verts
101341 meta triangles
--- TidyEntitySurfaces ---
23365 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (9)
16570 surfaces merged
445168 vertexes merged
--- FilterDrawsurfsIntoTree ---
************ ERROR ************
ClipWinding: points exceeded estimate
************ ERROR ************
ClipWinding: points exceeded estimate
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