sv_setbrushmodel: null


(mrfin) #1

Hello mapping types

just thought I’d add this bit of info because this problem had me stuck for about a week and a half and it’s cause/cure was v hard to find.

Basically the error was caused by a rogue entity, 3 in fact. The entities in question were not origin brushes.
I had dragons tooth models in my map but after reinstalling both ET and radiant the paths to the shaders for this model were a mess for some reason and I was left with the blue and black shader missing box where the model entities should have been.

I removed all of these entities (or so i thought) and still the setbrushmodel null problem was there. A few hundered alterations and test compiles later I discovered there were 3 of these entities left in the map, under the position of the original models inside a structural brush which was the floor.

So, the little buggers were hiding in the floor!!

moral of the story here is to make regular backups and constantly test your work!!
and if you get the sv_setbrushmodel: null error check for rogue entities.

Now for the next problem … and so it goes
map may yet be finished for christmas!!

:cool:


(cementoske) #2

Hmz i also have the sv_setbrushmodel: null error now but i didn’t find any wrong entitie yet in my map :s i searched for days o_O


(Oxygen - o2) #3

can this error be caused by brushes in worldspawn or in a func_group?


(Ifurita) #4

so far, any time I get this error, it’s because I left an origin brush laying around, sometimes it was hidden in something else. Here’s what I do to find them:

  1. Filter entities off
  2. Select everything in the map and hide it
  3. Filter entities on
  4. Filter lights and models off
  5. Look thru the remaining entities to see if there is anything out of place

(Oxygen - o2) #5

i found an origion brush that was out of place, deleted it, still got the error

i just added a tunnel to my map i swear if i have to delete just 1 brush from that tunnel my PC will be on the oposite side of the window


(Ifurita) #6

Well:

  1. Save current work as [map][timestamp]
  2. Delete the tunnel, save as [map][new timestamp]
  3. Save as [map]
  4. Compile, see if you still get the error

Depending on how many entities you have, it may take a while, but this is one methodical way of working your way thru them


(Erus Nauction) #7

i have gotten this error because of a few things but most are because of a func_door or func_rotating_door

all i did was this

open map in text editor

scan through and look at all your entities that take brushes as an addition (hence the func_door problem, etc). if there is an entity that takes brushes but doesn’t have any that i swhat is causing the error. some versions of radiant delete the brushes but not the additional entity info.

example:

normal door entity

{
“classname” “func_door”
“type” “2”
“angle” “0”
// brush 0
{
( 112 1229 378 ) ( 112 1237 378 ) ( 112 1229 392 ) castle_wall/castle_c09_2 0 0 0 0.5 0.5 0 0 0
( 119 1172 377 ) ( 119 1172 391 ) ( 176 1172 377 ) castle_wall/castle_c09_2 0 0 0 0.5 0.5 0 0 0
( 119 1229 378 ) ( 176 1229 378 ) ( 119 1237 378 ) castle_wall/castle_c09_2 0 0 0 0.5 0.5 0 0 0
( 176 1237 392 ) ( 176 1237 378 ) ( 176 1229 392 ) castle_wall/castle_c09_2 0 0 0 0.5 0.5 0 0 0
( 176 1237 392 ) ( 119 1237 392 ) ( 176 1237 378 ) castle_wall/castle_c09_2 0 0 0 0.5 0.5 0 0 0
( 176 1237 392 ) ( 176 1229 392 ) ( 119 1237 392 ) castle_wall/castle_c09_2 0 0 0 0.5 0.5 0 0 0
}
}

fooed one

{
“classname” “func_door”
“type” “2”
“angle” “0”
}

fooed one is missing the required brush.


(Ifurita) #8

that, or open up the .map file in a text editor and search for common/origin – looking for your origin brushes


(Oxygen - o2) #9

eurs, wouldnt a brush cleanup sort out that problem?


(Oxygen - o2) #10

couldnt ET be kind enough to tell you what brush/entity is casuing it

BTW its DEFINATLY not some random origion brush thats floating about


(Erus Nauction) #11

actually i have had brush clean up do more hell then help.

i’m not sure if it will but it might. like i said, a simple origin brush isn’t always the problem. any entity that requires a brush, to represent itself in the game, and is missing said brush will cause this error.

i usually do a find on the word entity to get it from the comments and look at each entity to make sure they are valid.

First time i had this problem i flipped out cause i couldn’t fix it until i looked at the actual message “sv_setbrushmodel” keyword brush. For sanity sake and to make sure a brush clean up doesn’t foo your map like it did mine (6 times before i stopped using it), i advise tryign what i said. To help you could manually look starting from the bottom of the map file moving up. Why? because the last listed is the last entity added. Doing so will be quicker.


(Orange) #12

Just had the same problem myself today.
I didn’t know this error yet so I looked through Surface’s Compile Errors and found out it has something to do with misplaced textures.
Since I also had some shader errors and a mysterious leak, I went on an Unreal Tournament-styled entity-killing spree and deleted entities (especially) models in gtkRadiant and Notepad.
The leak was solved first, by removing first a door, and when I saw there’s still a leak, I remembered to remove its origin too.
Then I solved the sv_setbrushmodel problem by looking at the .map file with Notepad and removing a suspicious origin brush.
Then I still had the shader problem so I looked all over my .map file to see if there’s any invalid shader name and finally found a reference to miltary_door/something that didn’t exist so I first changed it to match and then removed it completely.
Seeing that didn’t do much help I began removing all doors and origins with that texture or other textures that wasn’t from my customized shader.
Then I looked at the console at the part where the models’ textures load and saw 4 red warning lines about invalid shader names and so I opened the .map file again with notepad and removed the entities between the one that showed before and after the warning lines in the console.
As you can guess, that didn’t solve the problem even after repeating the proccess a few times.
Eventually, I had no idea how, but I solved the problem.

Bottom line: Don’t go killing innocent entities like I did, but you can definitely punch the suspicious ones, espcially if you take the time and make backups, and if you see an origin brush, just shooot it. Twice!
It’s only a matter of seconds to build them again, unless you have hundreds of them.


(Oxygen - o2) #13

ill remove the entire tunnel, and then test it


(FireFly) #14

my PC will be on the oposite side of the window

lol, been there , done that…

I had this error only once. It’s definitely an entity/ origin brush problem. What I did was delete all entities from the current map and replaced them with the entities from the previously (working) map. That is the main reason why I now save my map daily under a new name…Trust me, my pc would be on the oposite of the street if I hadn’t back up my map files on a daily base :smiley:


(Oxygen - o2) #15

ok

turns out that somehow one of my func_rotatings have screwed up, everything except for the origion brush had gone to world

thanks for all your help :smiley:


(Erus Nauction) #16

… delete delete delete, if you woudl have just listened to me you wouldn’t have had to delete the whoel tunnel lol :wink:

again, this is not explicit to just an origin brush so why does everyone keep acting like it is. lol


(Oxygen - o2) #17

i never deleted my tunnel, i just removed it to another map file


(Yatta_Yatta-O_o) #18

1 year later, a lil note :
Apparently, this can also be caused by brush entities having an origin brush when their not supposed to have one (like func_explosive).


(S14Y3R) #19

der


(sadPanda) #20

Just thought I’d chime in on the age-old issue with SV_SetBrushModel: NULL.

I had read a handful of threads explaining what the issue is and how to solve it. I kept getting the error when I put a func_door_rotating and accompanying brush in my map. When I would run the map, it would generate the sv_setbrushmodel: NULL error on startup. I had no other origins whatsoever, and the origin was properly tied to the door. After a couple hours of investigation, I found a straggling func_door_rotating in the middle of the map. It was only the entity, no accompanying brush. I removed it from the map file (as you can’t select it in radiant) and re-compiled and it worked fine.

So, instead of just looking for an origin not tied to an entity, also check for entities without brushes. Maybe this is obvious to others, but it was not to me…after all, how does an entity lose its brush?

EDIT: This had originally been its own thread, so disregard any inconsistencies with the original posters questions.