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Engine Error Map No Textures

Check the full name of the texture and make sure it does not begin with 'models/'. Snarkpit General Forums Discuss content, show off your latest work or just have a chat! Does anyone know what actually causes this error, because it seems to be random to me. The main big room is one leaf, each alcove is a leaf, but the big leaf joins all the little ones for a total of 32 portals. this content

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. Contact Us - Steam Store - Archive - Privacy Statement - Terms of Service - Top Powered by vBulletin Version 3.8.7Copyright ©2000 - 2016, vBulletin Solutions, Inc. Error displacement found on a(n) (entityname) entity - not supported There is a brush entity in your map that has a displacement. Back to top Back to the Index MAX_MAP_CLIPNODES There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). http://forums.steampowered.com/forums/showthread.php?t=721425

It did not happen with a Normal compile. MAX_PORTALS_ON_LEAF is 256 in Halflife, so this problem is quite rare and usually a side effect of having a damaged brush in the map. Move away from the edges of the grid, then compile.

Back to top Back to the Index How do I use HINTs? If a brush uses SKY, all sides must be sky. Happy Forum Goer Eliteā„¢ Joined: Sat Dec 30, 2006 9:20 amLocation: Flyin' thru "da cloud" in the MotherShip Website Top Re: engine error: map with no textures by dragonking on Simlpy find the offending brush, and then the faces with the inappropriate texture and change it.

Looking at my compile log more delicately I noticed two benign errors, degenerate face and invalid displacement neighbor connection, which have never before caused any real problems for any map I've Sometimes new cubemaps do not look correct until the map is reloaded. World geometry can only use "lightmapped generic" shaders. This should be a rare error due to the planes limit being raised in the p series of tools (because the opt_plns tool can strip out redundant planes).

No, create an account now. Useful Searches Recent Posts ValveTime.net | Valve News, Forums, Steam Home Forums > Games and Modding > Game Modifications > Home Contact Us Help Terms and Rules Privacy Policy Top About The second cause, a common cause for map porting, is having the color keyvalue set to 0 0 0, which worked fine in Goldsource, but it shows for all rendermodes in Probably a result of using the Vertex Tool.

In case you used any of those methods and you are still getting this warning, you most likely misspelled the timezone identifier. A red line that starts at the specified entity will go through the leak at some point. Ive never used them O.o Craziestdan View Public Profile Search User Find More Posts by Craziestdan Find Threads by Craziestdan 09-01-2008, 05:23 PM #3 Mr. You won't be able to vote or comment. 234Map with no textures error? (self.SourceEngine)submitted 11 months ago by FlerkahSo i am editing a map which the owner has autherised me to do but i had

I will post a thread some time linking to all the mapping we have done so far Co-founder of DCC : http://dccstudios.co.uk/ dragonking Member Joined: Thu Dec 23, 2010 12:23 news Sometimes the value is accidentaly changed while moving prop entities. When the maps are compiled all the 3D 'space' a player can get to is broken up into convex regions just like brushes are required to be. The map is done, just some polishing needs done really.

Barring having a box, the other cause is large maps. BSP (vbsp.exe) **** leaked **** The most common compile error. General errors The system cannot find the file specified Be sure you typed your filename correctly, excluding any dashes, periods, etc. have a peek at these guys If it has spaces in it, TF2 won't be able to find the map.

A Worldcraft 3.3 map was imported into Worldcraft 2.1 or 2.2, same problem as above. As a preventative measure, you should exclude the models directory from Hammer's materials list (go to tools-options-materials tab and add the "models" directory to the "Material directory exclusion list"). I just added in a few env_cubemaps and Engine Error: Map with no textures has returned.

This is always caused by running out of physical memory, and the last 10% work requiring heavy use of the swapfile.

Leaf portal saw into leaf This occurs when you have a leaf which isn't entirely convex, so that at one position within the leaf you can look out of the leaf Leaf (portal XXX) with too many portals. Mon Aug 24th 2015 at 5:03pm by No.2 Articles & DownloadsDiscuss additional site content here! 494 2518 in Bounce: arcade mod for Half-Life... Alternatively it is caused by an invalid brush, of which each one is usually unique and you would have to find on your own (though Worldcraft is pretty good about finding

For most maps, this amount of memory is close to 1/2 the size of the vismatrix. Useful Searches Recent Posts ValveTime.net | Valve News, Forums, Steam Home Forums > Games and Modding > Game Modifications > map with no textures error Discussion in 'Game Modifications' started by There is an area with too complicate geometry. check my blog These faces are then required to have lightmaps.

I compiled my map and when i try to run it i crach back to windows and get an error that says map with no textures. If any of the three coordinates are the same, then you don't really have a plane (its either a line or a point). Face List Count >= OVERLAY_BSP_FACE_COUNT There is a surface with too many overlays on it or an overlay that is applied to too many surfaces. 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

XXX with splits The brush face has been split, and is a big no, no. Trouble with Counter-Strike:Source Maps The hostages won't move Hostages require a navigation mesh in order to work. (The meshes previously used info_nodes, but that is now obsolete.) When the map is Recreate the entity by clicking Move To world, then Tie to entity in the Tools menu, or use the buttons on the New Objects toolbar. If you use custom textures make sure they have a $surfaceprop value.

Probably the .BSP wasn't created by Vbsp because of an error. We selected the timezone 'UTC' for now, but please set date.timezone to select your timezone. Attempting to compile a map that contains a func_instance with cordons enabled inside it can also return this error. PruneNodes...

It can occur if lots of displacements are tied to an enitity. 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 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. Looks like you may have exceeded the number of allowed brushes in your map.

There is a "prop_" model in your map using no model or an incorrect model filename. Material not found!: ZELZ/CLUBPOSTER2 ConVarRef mat_reduceparticles doesn't point to an existing ConVar Brush 56800: nummapbrushes == MAX_MAP_BRUSHES Side 5 Texture: CONCRETE/CONCRETEWALL007A ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game Use prop_physics or prop_dynamic_override instead. VIS (vvis.exe) loadportals couldn't read filename.prt Vvis can't find the portal file created by vbsp.