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The golden pot › DEV › Maps, Models and Mods › GTKRadiant: common compiling issues
GTKRadiant: common compiling issues
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Joki
Übergod
Übergod


Joined: Apr 16, 2008
Posts: 1037
Location: at tiled stove

PostPosted: Sun Feb 21, 2010 1:19 pm    Post subject: GTKRadiant: common compiling issues Reply with quote

Problem:
You have not set a spawnpoint for the selected gametype
Solution:
Put at least one info_player_deathmatch in the map


Problem:
Some blablabla-error, which i have forgotten :D
This is caused by doing vertex-manipulation, resulting in
concave brushes, which might not even look like concave brushes, because either their heigth, width, or length is set 0. theses brushes are invisible in the map, after you created them by using the vertex-tool (hotkey V) or by using the CSG-Substract-tool (be very carefull with that, and avoid it, where possible. its ALWAYS better, to just use the cutting-tool (hotkey X) a lot, cause this will never create concave brushes)
Solution:
Back up your .map file.
Select everything in the map by creating a huge selection box around EVERYTHING. (this will select everything, except the broken, and now 0 width-brushes) Select File -> Save Selected... (dont use save as...!). Start a new map, use File -> Import... and import that saved map. it should be fixed now.
if the problem consists, check for tiny func_door-brushes.


Problem:
Some other weirdo error i forgot. what was it again?
Solution:
Increse com_hunkmegs in your config.

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