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SV_SetBrushModel: Null


AKPiggott

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I've had this problem before and I've fixed this problem before, but I can't remember how and the forum search has been disabled (again).

 

What I do remember is that it is caused by a brush of 0 thickness, but I have no idea how to track the brush down to delete it. I've tried bobtoolz brush cleanup, but that didn't help. Can anyone offer any advice?

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ERROR: SV_SetBrushModel: NULL

 

The map has some brush ents which are only one unit thick (paper thin). I'm not sure what the minimum thickness is supposed to be, but it apparently needs to be thicker than one unit.

 

You may also get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush.

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I don't have any entities like that. I've been removing entities lately, I can't risk adding any because of an error I keep getting.

 

The error came about when I did an auto-caulk on the entire level to improve the poor performance that the beta testers kept getting.

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OK, so that'll be early this evening. No problem.

 

I case I don't see you, I wanted to ask you a couple of things. I've compiled the level on full since the autocaulk and it doesn't run much better, so I'm going to need you to explain the use of distance culls with the fog cull. I'd also like you to look in the MAP I've sent you and tell me whether or not I've set the detail and structrual brushes up correctly.

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Hey Emon... regarding what we were saying about detail brushes earlier.

 

I opened the level in Radiant today and found that for some really bizarre reason, most of my detail brushes had been turned into structrual brushes. I have absolutely no idea how or why this has happened but it's more than likely the cause for all those portals being drawn. Anyway, I've reset them all back to detail (took bloody ages) and I'll compile the level later. I've also applied the distance cull, hopefully the level will run much faster now.

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I dunno dude, that's really ****ed up. :eek:

 

Send me your MAP file today, the one with all the detail brushes set how they should be, and I'll do a Q3Map2 compile with portals shown. Just the BSP phase, it'll only take a few minutes. If it works okay I'll do it overnight, full compile and see what happens.

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Don't worry... sorted... I tracked this weird error to the autocaulk. Luckily I had a backup that I made before I autocaulked. So I basically copied that back, put all my area portals back, removed some of the stuff that I removed before and then I went over it making loads more detail brushes.

 

Also, I'm sure you said the command to show the triangles was "showtris"... I've been trying that, but it doesn't work. It worked when I tried it the other day.

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I'm starting to wonder if this bleeding level is worth the effort. And I'm strongly considering dropping the entire thing and starting something new.

 

I'm using a relatively fresh install of GTKRadiant and after spending a few hours optimising the level, then a few more compiling, I go to test it. It runs a bit better now, but guess what? All the "trigger_once" entities have gone.... I forgot that when you first install GTKRadiaint, it assumes you are editing MP and it loads the MP entity list. So what have I got to do now? I have to (for the third time now) reload a backup of the level and spend hours deleting the bits I've already deleted twice and go around turning more brushes into structrual among other fixes....

 

I really can't be bothered with this f**king level anymore...

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I opened my level several times (after Radiant had crashed) in my Attack on Yavin. All my waypoints, point_combats, trigger_once's, and other SP entities were tiny and green. I changed to SP (Which was already selected) and reloaded radiant. Still, it was like that. Three more times and it worked. You sometimes can't trust your computer to not change randomly.

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Originally posted by AKPiggott

I'm starting to wonder if this bleeding level is worth the effort. And I'm strongly considering dropping the entire thing and starting something new.

 

Please don't. You've put in so much effort and the community is really looking forward to it. It looks AWESOME, all this is just debugging. Keep plugging away till you've got it.

 

Good luck!

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Too many people are going to get fed up and eventually leave or loose interest if there isn't some decent singleplayer material coming out, please don't give up. I can help with the debugging too. It only took you a few minutes to send the MAP file last time...

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Yes, please finish it. It'll be the best level out there, and you wouldn't believe how many people are waiting for it. It will set starndards for all levels that come after it. And what's a few more hours? Concider how many hours you must have already invested into it! I would be very happy if my maps had only a few hours of major work left to do...

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It took ages but I managed to get all the trigger_onces back into place.

 

Emon, I get this error during BSP. I put in the area portals just as you told me. Should I ignore it?

 

WARNING: areaportal brush #### doesn't touch two areas

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WARNING: areaportal brush #### doesn't touch two areas

 

This is easy to get if you make a big room, then divide it to two rooms by just constructing a separate wall in the middle. So that the ceiling, side walls and floor are essentially the same. Not to mention the more obvious ways of getting that error... And remember that your door frames can be made of detail brushes if the areaportal spans also them, and not only exactly the door. Although I wouldn't bet my right hand for that, but it has worked for me so far.

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One thing you have to look out for if you're getting this error is that the portal has to completely section off two areas. If you have a portal in a door, but there's a window next to the door, then it's not sectioned off since vis can...I guess the best way to explain it is "go around" the portal, but still get to the 2nd area. It might also occur if you have a long passage that connects the two areas, but that passage doesn't have a door/portal of its own.

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