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Jedi Academy turned 20 this year! We celebrated in a ton of different ways: mod contest, server event, podcast, etc. Thank you to all who have been a part of this game for the last two decades. Check out the anniversary content!

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Welcome to JKHub

This community is dedicated to the games Star Wars: Jedi Outcast (2002) and Jedi Academy (2003). We host over 3,000 mods created by passionate fans around the world, and thousands of threads of people showcasing their works in progress and asking for assistance. From mods to art to troubleshooting help, we probably have it. If we don't, request or contribute!

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This game turned 20 years old this year, and it is still one of the greatest Star Wars games of all time. If you're new or returning from a long hiatus, here are the basics of getting started with Star Wars Jedi Knight Jedi Academy in 2023.

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Mapping Errors List


NAB622

I stumbled across a saved copy of the old LucasForums list of mapping errors buried on an old HDD. I gave the info some updates and formatted it a little more usefully - hopefully it can help someone!

http://nab622.com/tutorials/MappingErrors.html

You can also link someone to a specific error on the list, which should save people the trouble of looking through the entire thing.

Most importantly: if anything is inaccurate or outdated, please let me know! I did not write most of the info and I wasn't sure what needed changed.

 

Compile Time Errors

Spoiler

Bad PointToPolygonFormFactor

There is a mesh too close to the skybox.
 

ClipWindingEpsilon: [Number] > MAX_POINTS_ON_WINDING

See MAX_POINTS_ON_WINDING.
 

Degenerate plane/mirror plane/bad normal

This error is usually accompanied by an entity or brush number. Select Find Brush... from the Misc menu and search for the brush with the error. Then delete it.
 

Entity leaked

This error is accompanied by an entity number. Either the entity's origin is inside a brush, or the entity is not in an enclosed area and is able to see the void.

If you compile the map in Radiant, you should get a visible trace from the affected entity to where it can see the void. If there is no trace, then the entity's origin point is inside a wall and should be moved to prevent it from being culled.

 

Error opening <filepath>.bsp: No such file or directory

If you see this error during a compile, it means that the BSP does not exist. This is caused by chaining several compile stages together. The errors occurs on the second stage, and it means the previous stage failed due to some error. Fix that error first.
 

FloatPlane: Bad normal

See Brush plane with no normal.
 

Leaf with too many portals

MAX_BUILD_SIDES

MAX_EDGE_LINES

MAX_FACE_POINTS EXCEEDED: [Number]

MAX_FACETS during vlight (maxfacets >= [Number])

MAX_MAP_BRUSHSIDES

MAX_MAP_DRAW_SURFS

MAX_MAP_DRAWINDEXES

MAX_MAP_LIGHTING

MAX_MAP_VISIBILITY

Full Explanation

 

MAX_MAPFILE_PLANES

MAX_ORIGINAL_EDGES

MAX_PATCH_PLANES

MAX_POINTS_ON_WINDING

MAX_SUBMODELS exceeded

MAX_SURFACE_VERTS

MAX_TW_VERTS

Mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL

Mixed face contents

PassagePortalFlow ([Number])

safe_malloc failed on allocation of [Number] bytes

WARNING: Node without a volume / Node with unbounded volume / node has 0 tiny portals

An infinite brush, usually caused by bad vertex or edge manipulation. Use BobzToolz brush cleanup to get rid of it.

 

Radiant Errors

 

Spoiler

Brush plane with no normal

A brush has a dodgy face. Usually this means that you can't see it in the editor, but can in the map (in game). You can use BobzToolz brush cleanup to get rid of these in most situations. Usually this is caused by vertex editing a brush. If this happens often, try using the clipper tool instead.
 

Duplicate plane

Run-Time Errors

 

Spoiler

CL_ParsePacketEntities

SHADER_MAX_VERTEXES hit in FillCloudySkySide()

SV_SetBrushModel: NULL

Textures/dirpath/texturename had odd vertex count autosprite2 shader

Warning RE_Add Poly To Scene: Null Shader

WARNING: Couldn't find image for shader [Name]

WARNING: light grid array mismatch

WARNING: ProjectSurfaceLightmap: Chose a 0 valued axis

 


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