the map wont load on GtK radiaint


(Mind Riot) #1

sorry about askin for all this help but now ive hit a huge problem my map wont load in radiant comes up with error "ASSERTION FAILURE: parsePrimitiveQuake3: invalid primitive type
brush 456: parse error
entity 0: parse error"pls help


(Pande) #2

this will be hard for you to fix as a new comer but if you want to just get rid of the problem flat out, open your .map in a text editor and press Ctrl + F and search Brush 456.

Delete the entire brush and all its data (you can easily tell where one brush stops and another starts by the brackets and // symbols)

It looks like this:

// brush 455
{
( 1920 1280 0 ) ( 1920 1408 -128 ) ( 1920 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 2304 1280 0 ) ( 2304 1280 -128 ) ( 2560 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 1536 1024 0 ) ( 1536 1024 -128 ) ( 1536 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 5120 1024 -128 ) ( 5120 1792 -128 ) ( 1536 1792 -128 ) common/caulk 255 0 0 0.250000 0.250000 0 4 0
( 1536 1024 -128 ) ( 1536 1024 0 ) ( 5120 1024 0 ) common/caulk 0 0 0 0.250000 0.250000 0 4 0
( 1920 1280 -32 ) ( 1920 1024 0 ) ( 1536 1024 0 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
( 1920 1280 -32 ) ( 1536 1024 0 ) ( 1536 1280 -48 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
}
// brush 456
{
( 1920 1280 -42 ) ( 1920 1408 -128 ) ( 1920 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 2560 1536 -42 ) ( 2048 1536 -128 ) ( 2560 1536 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 2304 1280 0 ) ( 2560 1280 -128 ) ( 2304 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 1536 1024 0 ) ( 1536 1024 -128 ) ( 1536 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 5120 1024 -128 ) ( 5120 1792 -128 ) ( 1536 1792 -128 ) common/caulk 255 0 0 0.250000 0.250000 0 4 0
( 1536 1280 -48 ) ( 1536 1536 -64 ) ( 1920 1280 -32 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
( 1536 1536 -64 ) ( 1920 1536 -96 ) ( 1920 1280 -32 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
}
// brush 457
{
( 1920 1536 -96 ) ( 1920 1792 -128 ) ( 1920 1536 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 2560 1536 -42 ) ( 2560 1536 -128 ) ( 2048 1536 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 1536 1536 -64 ) ( 1536 1536 -128 ) ( 1536 1792 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 5120 1024 -128 ) ( 5120 1792 -128 ) ( 1536 1792 -128 ) common/caulk 255 0 0 0.250000 0.250000 0 4 0
( 4864 1536 -64 ) ( 1536 1536 -64 ) ( 1536 1792 -128 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
( 1920 1792 -128 ) ( 1920 1536 -96 ) ( 1536 1536 -64 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
}

Just delete brush 456 from the // to the end bracket } right before the next //, so it looks like this:

// brush 455
{
( 1920 1280 0 ) ( 1920 1408 -128 ) ( 1920 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 2304 1280 0 ) ( 2304 1280 -128 ) ( 2560 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 1536 1024 0 ) ( 1536 1024 -128 ) ( 1536 1280 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 5120 1024 -128 ) ( 5120 1792 -128 ) ( 1536 1792 -128 ) common/caulk 255 0 0 0.250000 0.250000 0 4 0
( 1536 1024 -128 ) ( 1536 1024 0 ) ( 5120 1024 0 ) common/caulk 0 0 0 0.250000 0.250000 0 4 0
( 1920 1280 -32 ) ( 1920 1024 0 ) ( 1536 1024 0 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
( 1920 1280 -32 ) ( 1536 1024 0 ) ( 1536 1280 -48 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
}
// brush 457
{
( 1920 1536 -96 ) ( 1920 1792 -128 ) ( 1920 1536 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 2560 1536 -42 ) ( 2560 1536 -128 ) ( 2048 1536 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 1536 1536 -64 ) ( 1536 1536 -128 ) ( 1536 1792 -128 ) common/caulk 0 0 0 0.250000 -0.250000 0 4 0
( 5120 1024 -128 ) ( 5120 1792 -128 ) ( 1536 1792 -128 ) common/caulk 255 0 0 0.250000 0.250000 0 4 0
( 4864 1536 -64 ) ( 1536 1536 -64 ) ( 1536 1792 -128 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
( 1920 1792 -128 ) ( 1920 1536 -96 ) ( 1536 1536 -64 ) cantina_mo/sand 0 0 0 0.250000 0.250000 0 0 0
}

they are sometimes fixable but involves some eye-straining number reading and such so I would just say delete the brush. Then when this is fixed just go in and fnd what brush is missing from your map and replace it (not as hard as it sounds).

Ctrl + D, Ctrl + P and Ctrl + Shift + D are your friends here, use 2 of the three to hide all primitives but structural, patches, or detail, and systematically just skim over your map looking for the missing brush. Shouldn’t take more than 2 minutes.


(Mind Riot) #3

Ulp that looks hard as im only a noob :frowning:
1st how dou open map in text editor:D


(Pande) #4

right click and select Open With and if its not already in the list, select it in Other.

Its not hard at all actually, it just looks hard because it looks like computer language. but really, its the simple of the simple your not actually making anything, your deleting! :wink:


(rambo13) #5

okei i think i have a similar problem coz i tried to put a hammer from q3 to my map. now on my new comp i cant get 1.4 running… i installed 1.5 (didnt used that before coz it was too resource intensive for the old comp) anyway when loading the map loading starts for a sec and then such lines apper and then nothing…


(Mind Riot) #6

Pande do you mean a text editor like ms notepad as a delete the brush and nothing happens
sorry but you may have to bear with my Qs as this is hard for me:(


(IndyJones) #7

zip the map and attach it here.


(rambo13) #8

hope u will fix my map too… ive deleted the hammer alrdy but still wont run and i asked deep to convert the map with 1.4 but all the textures are flipped… and this is heck of a work for a full map to retexture everything… :frowning:

http://www.easy-share.com/1904474028/et_mor3.rar


(IndyJones) #9

well, this is not a correct quake 3 .map. what’s the point of using hammer to make quake 3 engine maps? gtk radiant is the best. anyway, i’m trying to fix it. it should be easy to get brushwork working, but i’m afraid you will loose texture aligment…


(rambo13) #10

save urself from the trouble… i did it too and lost the texture alignment… they were flipped… too much work… i was just wondering if there is any other way to do it… without loosing textures…

i was just stupid and idnt know and though nothing happens when i add quake prefab hammer…


(IndyJones) #11

no, there is no way, as there is no detailed texture info inside this .map file.


(Mind Riot) #12

just click to download my map file
http://www.mediafire.com/?sharekey=9b6afde998eb5a510c814df2efeadc50e04e75f6e8ebb871

EDIT this link is now the correct map file


(IndyJones) #13

it’s not .map, it’s portal file.


(Mind Riot) #14

fixed it now


(IndyJones) #15

http://gry.strony.nplay.pl/ans.rar
fixed.


(Mind Riot) #16

thanks a bunch :D:)