I get this message, but see yourself:

I am currently recompiling for a log (bsp and vis should be enough, hm? )
I get this message, but see yourself:

I am currently recompiling for a log (bsp and vis should be enough, hm? )
:BSP:
6769 total world brushes
5534 detail brushes
239 patches
17937 boxbevels
15707 edgebevels
884 entities
42444 planes
0 areaportals
Size: -2432, -2368, -1752 to 1664, 1472, 2304
############### model 0 ###############
block size = { 1024 1024 1024 }
— PatchMapDrawSurfs —
239 patches
123 patch LOD groups
— FaceBSP —
9370 faces
16101 leafs
— MakeTreePortals —
1727 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
1509 structural brushes
59625 cluster references
— FloodEntities —
3889 flooded leafs
— FillOutside —
7721 solid leafs
4491 leafs filled
3889 inside leafs
— CullSides —
4606 hidden faces culled
403 coincident faces culled
— ClipSidesIntoTree —
— FaceBSP —
2750 faces
6178 leafs
— MakeTreePortals —
2121 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
1509 structural brushes
30365 cluster references
— NumberClusters —
3132 visclusters
8559 visportals
8452 solidfaces
— WritePortalFile —
writing D:/QuakeIIIArena/baseq3/maps/q3skoredm1_scratch.prt
— FloodAreas —
25 areas
— AddTriangleModels —
— FilterDetailBrushesIntoTree —
5260 detail brushes
10494 cluster references
----- FogDrawsurfs -----
5 fogs
139 fog polygon fragments
0 fog patch fragments
766 fogged drawsurfs
— SubdivideFaceSurfaces —
— FixTJunctions —
12473 axial edge lines
15299 non-axial edge lines
1 degenerate edges
WARNING: Degenerate T-junction edge found, fixing…
4044 verts added for tjunctions
71900 total verts
16161 naturally ordered
852 rotated orders
232 can’t order
1 broken (degenerate) surfaces removed
— ClassifyEntitySurfaces —
— TidyEntitySurfaces —
1 empty or malformed surfaces deleted
— MakeEntityMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (1)
17244 total meta surfaces
17037 stripped surfaces
207 fanned surfaces
0 patch meta surfaces
72102 meta verts
37821 meta triangles
— TidyEntitySurfaces —
17244 empty or malformed surfaces deleted
— SmoothMetaTriangles —
No smoothing angles specified, aborting
— MergeMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (22)
13900 surfaces merged
120199 vertexes merged
— FilterDrawsurfsIntoTree —
40726 references
14474 (14474) emitted drawsurfs
17383 stripped face surfaces
207 fanned face surfaces
0 surface models generated
0 SURFACE_BAD surfaces
346 SURFACE_FACE surfaces
228 SURFACE_PATCH surfaces
0 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FORCED_META surfaces
13900 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
97137 redundant indexes supressed, saving 379 Kbytes
— FixBrushSides —
— EndModel —
— WriteSurfaceExtraFile —
Writing D:/QuakeIIIArena/baseq3/maps/q3skoredm1_scratch.srf
Writing D:/QuakeIIIArena/baseq3/maps/q3skoredm1_scratch.bsp
233 seconds elapsed
Disconnecting
:VIS:
Connected.
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.32
GtkRadiant - v1.2.11 Dec 1 2002 01:17:42
Conspicuous Radio Personalities since 1923
VFS Init: d:/QUAKEI~2/baseq3/
— Vis —
fastvis = true
Loading D:/QuakeIIIArena/baseq3/maps/q3skoredm1_scratch.bsp
Loading D:/QuakeIIIArena/baseq3/maps/q3skoredm1_scratch.prt
3016 portalclusters
8202 numportals
7826 numfaces
16404 active portals
0 hint portals
visdatasize:1158152
— BasePortalVis (16404) —
0…1…2…3…4…5…6…7…8…9… (93)
creating leaf vis…
Total visible clusters: 4075146
Average clusters visible: 1351
Writing D:/QuakeIIIArena/baseq3/maps/q3skoredm1_scratch.bsp
104 seconds elapsed
Disconnecting
Look if you can make more detail brushes:
6769 total world brushes
5534 detail brushes
Increase your block size:
block size = { 1024 1024 1024 }
In the worldspawn entity try:
_blocksize 4096 4096 4096
or more.
To minimize your vis data size:
visdatasize:1158152
Yeah, the visdata is a bit big, but from the looks of the console, it died during startup o_O, you been fiddling with any shaders recently?
dude, ive been trying to fix this error all week… i have made like 7 compiles of my map, each time i try to run the map with /devmap or /map, quake iii crashes…and if i try to load the map with /spdevmap, urbanterror thinks i don’t have any blue spawns…
Found the error !
i don’t know why it was like that, but it was a single brush with a transparent texture… really no clue why this caused the trouble
If you got the same error try the delete-and-check version,
just delete sections of the map with a big square brush
and look if this solves something,
then try and retry where it could solve something and resize the
delete-brush until you nailed it down to a small section, try to
delete brushes in this section until you solved it…
I guess it will be a shader thang…
You have a corrupted shader file.
IIRC, it’s a bug in the shader loading code that can be caused by a certain sequence of characters.
Check if you have any /* style or empty // comments or unterminated quoted sections (" without an ending ").
y
The shader part that actually caused the error:
textures/q3skoredm1/caffeine_sign
{
qer_editorimage textures/q3skoredm1/caffeine_sign.tga
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
{
map textures/q3skoredm1/caffeine_sign.tga
blendfunc add
rgbGen wave triangle 1 0.1 0 1
}
}
Anything wrong?
change all the ‘.tga’s’ to ‘.jpg’s’… something about quake not liking the .tga extention. It WILL treat it like a .tga even though the extention is a .jpg. Just try it. If it dont work, change it back. Trust me.
V^2
:eek:
Uhm, are you sure about that?
Quake does indeed only like .tga, so I dunno what you want with .jpg …
You got something wrong there pal…
My bad… i got them swaped… maybe i should lay off the
… and get more :drink:
V^2
make sure all your .jpeg files are RGB, not grayscale (especially if you have any graeyish/white/black textures).
I did that and the error went away.
I was already starting to slap myself with that large trout, but my image is rgb… :???:
I will test that soon ingame
Lol hey SM 
This problem for me was also a greyscale texture, and making it RGB fixed it.
However, I was told specifically to use a greyscale texture because this particular image is the detail element of the shader. That is, the layer using the ‘detail’ keyword. If i use full colour tex’s as the detail layer, once detail textures is turned off in q3 it all goes to spaghetti.
The ‘fix’ was to make this layer greyscale.
Guess not.
for some reason, this error isn’t documented (AFAIK), but should be. It is a pretty non-technical fix too.