Can't compile : Too many open files.


(Miki) #1

Hi all,

I’m working on a new funmap, and if I just want to do a regular compile, I get this :


--- LoadMapFile ---
Loading C:/Games/ET/etmain/maps/sliderace.map
************ ERROR ************
Error opening C:/Games/ET/etmain/maps/sliderace.map: Too many open files

I have tried with compiling maps that I have compiled before, and they don’t work neither.
I don’t have even a clue what that it means, and the search nor google gave any good results…

Thanks in advantage,

Miki


(IndyJones) #2

you can attach .map and i may try compile.


(Miki) #3

I think that’s a very bad idea, since I test my funmaps that much, that you would be compiling 24/7. I just want it to work again :frowning:


(IndyJones) #4

if u send me the .map and i’ll get same error, that will mean something wrong is with your .map, otherwise it’s your radiant…


(kamikazee) #5

Most of the time this error was caused by having too many pk3’s if I recall correctly. Are you using a clean W:ET install for mapping?


(Flippy) #6

Yes, this is caused when there are too many PK3 files in your etmain directory, which is usually a sign that you are not mapping in a clean installation.

Start mapping in a clean installation, or deal with all the errors you will get… It’s as simple as that!


(blizzard) #7

flippy and kamikazee are right
i’ve had the same problem a couple of weeks before.
options you have:
-make a clean installation
-delete some maps in your etmain which you haven’t play for a long time. i don’t know how many memory or maps it can take.


(Miki) #8

That did the trick. Thanks for the info. I had a second ET install for hosting, but I prefer working in a non-clean install for the textures :x


(Flippy) #9

And how are you going to figure out which textures are standard and which are not? How are you going to figure out which textures you need to supply in your PK3? How are you going to know if you’re accidently using a texture created by someone else? Maybe they won’t like that!

(The answer, of course, is by using my PK3 Creator :wink: Well, the version that supports texture loading which I will release soon enough:tongue:)

But seriously. It is hard enough to figure out which textures are standard even with a few non-standard pk3s in your install… If radiant complains about too many PK3s then I can’t imagine how you’re ever going to differentiate between the two…

(Maybe an idea for a new radiant release if there’s ever going to be another…? It’s not that hard to read pak0.pk3 for every texture shown in the texture browser and checking if it exists in pak0… It’s how I do it in my PK3 Creator and it’s really fast even with a relatively slow language (VB.NET). You could show a red line around non-standard shaders or whatever…?)

If you map in a clean install, you can put the custom textures in a folder named after your map, or carrying your name or whatever. This way it is easy to tell, even at a later stage, which textures are custom and which are not.
You could even go as far as deleting any custom textures from your install after releasing your map…


(Miki) #10

Finding the correct textures is pretty simple…
You just open all the custom pk3’s with winrar or somethign like that, and extract all texture folders… Then you got a gigantic folder textures with all subdirectory with the textures in. Just look in what map you have to look in radiant, eg
common/ladder
just look in the common map then ;

Pretty simple :wink:


(Flippy) #11

[QUOTE=Miki;187876]Finding the correct textures is pretty simple…
You just open all the custom pk3’s with winrar or somethign like that, and extract all texture folders… Then you got a gigantic folder textures with all subdirectory with the textures in. Just look in what map you have to look in radiant, eg
common/ladder
just look in the common map then ;

Pretty simple ;-)[/QUOTE]

So, you got a directory called ‘textures’ containing roughly 1000 subdirectories if you’re unlucky, each containing about 10 textures on average.

How on earth are you going to figure out which textures belong to ET, and which are custom?

Anyway, my PK3 Creator 0.2 now supports automatic texture & model importing, it reads the BSP file and ‘calculates’ every texture you used, and then adds each custom texture in a list.


(Pande) #12

Why not use a list of all the default textures and have your program check against the list if any textures used in ther map are on that list, and ignore them. Any other textures are added from their referenced folder UNLESS they are found inside a .pk3 other than pak0.pk3. Then it can output a list of all textures found in other .pk3’s so you can replace/ask permission/etc.


(Flippy) #13

Right now it just reads the BSP and makes a list of every used texture (actually every shader name, but I can determine the used textures from that). It then checks for every file in the list if it exists in any of the pak0, pak1 or pak2.pk3 files. It it does --> it’s a standard file, do not add it to PK3 list. If it does not, it’s a custom file, add it.


(kamikazee) #14

[QUOTE=Miki;187876]Finding the correct textures is pretty simple…
You just open all the custom pk3’s with winrar or somethign like that, and extract all texture folders… Then you got a gigantic folder textures with all subdirectory with the textures in. Just look in what map you have to look in radiant, eg
common/ladder
just look in the common map then ;

Pretty simple ;-)[/QUOTE]Not only is this method unwieldy as Flippy already noticed, you have to be aware of the Pk3 sort order before you extract every file.

At any rate, the “clean install-approach” works best.