Help me!


(Greg7385) #1

Gtk Radiant
HElp me please!
************ ERROR ************
safe_malloc failed on allocation of 519045120 bytes

This is the errorlog after complieing… waths that mean? What is the reason ?
what cant the program find?.. :disgust: shaders?..hmm.what can i do?. i dont know… pls help


(Greg7385) #2

this errorlaog occur when the program setting up nodes


(nUllSkillZ) #3

You could try to compile with the option “-lomem”.
Try to search the forums for this keyword.


(Greg7385) #4

ohh thanks… but i could solve the problem alredy… but an other sets up. Now i can comlie my map… but when try to enter my map it display an error log : “sv_setBrushModel: NULL” I Paste to here the consol log…
]\sv_pure 0
]\devmap factory_v0_1_proba
------ Server Initialization ------
Server: factory_v0_1_proba
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:
C:\PROGRA~1\WOLFEN~1 cetest\z_pumpkin_skin01.pk3 (520 files)
C:\PROGRA~1\WOLFEN~1 cetest\zzz_MMHNv10.pk3 (10 files)
C:\PROGRA~1\WOLFEN~1 cetest\zzzz_santa.pk3 (120 files)
C:\PROGRA~1\WOLFEN~1 cetest\pak3.pk3 (89 files)
C:\PROGRA~1\WOLFEN~1 cetest\pak2.pk3 (934 files)
C:\PROGRA~1\WOLFEN~1 cetest\pak1.pk3 (526 files)
C:\PROGRA~1\WOLFEN~1 cetest\pak0.pk3 (1555 files)
C:\PROGRA~1\WOLFEN~1 cetest\mp_bin.pk3 (4 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_villa.pk3 (245 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_t-factory_a2.pk3 (86 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_sp2.pk3 (7 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_snowtown.pk3 (17 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_siege.pk3 (155 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_ship.pk3 (74 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_paradiso_a1.pk3 (40 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_night_city.pk3 (41 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_mongoth2.pk3 (180 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_lalala.pk3 (18 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_kreuzfeuer.pk3 (52 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_industrial0.48.pk3 (29 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_icearena.pk3 (15 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_hs_v2.pk3 (76 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_hs_v2-1.pk3 (74 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_hs.pk3 (78 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_hotel.pk3 (51 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_hillbill_v2_b1.pk3 (68 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_HeisaKuukan.pk3 (11 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_gs.pk3 (135 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_factory-publicalpha.pk3 (200 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_ersatz1.pk3 (65 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_dustlike2.pk3 (20 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_dust.pk3 (69 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_dockside.pk3 (67 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_disco_a1.pk3 (177 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_depot_xp.pk3 (128 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_castle_f2.pk3 (195 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_car_chase.pk3 (46 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_bvalley.pk3 (40 files)
C:\PROGRA~1\WOLFEN~1 cetest\dem_3days_fin1.pk3 (74 files)
C:\PROGRA~1\WOLFEN~1/tcetest
C:\PROGRA~1\WOLFEN~1\etmain\pak2.pk3 (22 files)
C:\PROGRA~1\WOLFEN~1\etmain\pak1.pk3 (10 files)
C:\PROGRA~1\WOLFEN~1\etmain\pak0.pk3 (3725 files)
C:\PROGRA~1\WOLFEN~1\etmain\mp_bin.pk3 (6 files)
C:\PROGRA~1\WOLFEN~1/etmain


20108 files in pk3 files
------- Game Initialization -------
gamename: tcetest
gamedate: Feb 9 2005
g_gametype 4 is out of range, defaulting to GT_WOLF_LMS(5)
Not logging to disk.
Gametype changed, clearing session data.
Enable spawning!
worldspawn doesn’t have a spawn function
worldspawn doesn’t have a spawn function


ERROR: SV_SetBrushModel: NULL


----- Server Shutdown -----
==== ShutdownGame ====

RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6600 GT/PCI/SSE2/3DNOW!
GL_VERSION: 1.5.3
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp
GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 windowed hz:85
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
anisotropy: 1.0
NV distance fog: disabled
Forcing glFinish
Initializing Shaders
----- finished R_Init -----
WARNING: reused image ui/assets/fadebox.tga with mixed glWrapClampMode parm
Can sby write me what can i do?
Thx


(kamikazee) #5

This is the problem, posting this on it’s own would have been better:

SV_SetBrushModel: NULL 

You could try to search on the forums what it means, I’ve seen this one before.

EDIT: Ok, I couldn’t resist searchin it myself: (This seems a good topic/post)
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=105629#105629


(Greg7385) #6

I read about it. … i can solve… i dont know what was the problem, but now evrithing is ok.
I selested every brush… than copy it into a new map… and it works… i think it was an orgin brush or a rotated func or something like that- im just start mapping so i will write here the my beginner questions… thx for the prevorious replayz.


(kamikazee) #7

Note that I’d sugest to search for solutions, you can mostly find an answer on these forums. That way you know the solution immediately! :wink:


(Greg7385) #8

i have a serious problem…
i write a shader with q3ase… i can see a prewiev from it,and in the editor i can see it… but whwn i comlie my map, this image not displayed… i copy here the shade file:
textures/greg73s/p1030765
{
surfaceparm lightfilter
{
map $lightmap
rgbGen identity
tcGen lightmap
}
{
map p1030765.tga
blendfunc filter
rgbGen identity
}
}
The path aims etmain/textures… directoy… should i make a pk3 file for the exe to browse?


(Twisted0n3) #9

“map p1030765.tga” should be “map textures/somesubdir/p1030765.tga”, and the file should be in the appropriate subdirectory of etmain/textures.

Why does this need a shader btw? For the surfaceparm lightfilter?


(Greg7385) #10

Now i make an other…
First I makd a direcory named “textures”, and i put the “greg73” directory into the “stexture” and an image into the “greg73” directory so > textures/greg73s/p1030687
Than i packed it into a “dem_tester.pk3” with winzip,
after that i browsed with the q3ace to this .pk3 file and i maked a shader file into the etmain/scripts/ with the name greg73s:
textures/greg73s/p1030687
{
qer_editorimage/ textures/greg73sp1030687.tga
surfaceparm botclip
{
map $lightmap
rgbGen identity
tcGen lightmap
}
{
map textures/greg73s/p1030687.tga
rgbGen identity
}
}

So this is the greg73s.shader
Than i copy my image “p1030687.tga” into the “etmain/textures/greg73s” directory.
In the sequel i make a map with the name “dem_tester” and i build with the gtk radiant a the bak. bsp etc… files and i copied it ino a “maps” directry, i repacked the dem_tester.pk3 with the “maps, textures, scripts” directorys.
I put it into the exe search place, and loaded the map …
Thereon brushes wihch should have my texture …not have, but when i maked the map i fixed the texture [in the edtor] to the brushes, and that brushes have the extended, fitted attributes…
I cant find my mistake… pls help…
thanks for the prevorious reply this was maybe an other problem what i got… and my repy for his question that i just play some with the shader file generator, because i just now read and learn the shader manual… newer before…
:banghead:


(Twisted0n3) #11

Try this:

textures/greg73s/p1030687
{
    qer_editorimage textures/greg73s/p1030687.tga
    surfaceparm botclip
    {
        map $lightmap
        rgbGen identity
        tcGen lightmap
    }
    {
        map textures/greg73s/p1030687.tga
        rgbGen identity
        blendFunc filter
    }
}

and make sure the file is either named p1030687.tga and in 24- or 32-bit TGA format, or named p1030687.jpg and in JPEG format, but not a progressive JPEG.


(nUllSkillZ) #12

The tga file must have a sizes that are powers of 2:
1,2,4,8,16,32,64,128,256,512

The x and y don’t have to be equal.
So 32 * 64 is also OK.


(obsidian) #13

Better yet, let Q3Map2 generate the rest of the shader for you since you’re not modifying anything in the stages:


textures/greg73s/p1030687:q3map
{
    surfaceparm botclip
}

BTW, why are you using botclip on a solid surface? Bots will already detect it as a collision surface so you need not specify it. Generally, surfaceparm botclip is only used in the common/botclip shader.

Make sure you add the shader file to your shaderlist.txt

And rename those textures and shaders to something other than your odd number convention. You’re just asking for typo errors.

Example:
qer_editorimage/ textures/greg73sp1030687.tga