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| Common Errors and Their Fixes |
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| Error |
AllocatedLightmap: lightmap too big to fit in page
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| Fix |
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Weird error that shows up seemingly randomly. It was caused in at least one case by a horribly mangled displacement. In other cases, overuse of very small lightmap scales, especially on large faces, caused errors. In yet other cases, a giant leak-prevention cube built around the map seemed to cause the error. |
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| Error |
bounds out of range
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| Fix |
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Another invalid solid structure error. This one probably refers to a brush that extends beyond Hammer's grid, into the blackness. Since Hammer doesn't normally allow this, it's more likely an invalid solid. Use Hammer's "Check for Problems" (Alt-P) to diagnose, or check the compile log for bad brushes. |
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| Error |
Cameras and monitors work fine unless there are two of them
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| Fix |
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Two monitors with two different cameras can be used only if the two monitors are in different Potential Visibility Sets--that is, if there is no point in the map at which you can stand and "see" both of them. |
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| Error |
Can't use Hammer camera with Texture Application Tool / Face Edit Sheet open
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| Fix |
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While the Texture Application Tool / Face Edit Sheet is open, you can still manipulate the camera by placing your cursor in the camera view and using WASD and the arrow keys to move and look. Alternately, place the cursor in the camera view and press Z to temporarily activate camera control without disabling the texture dialogue. |
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| Error |
Could not find lights.rad
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| Fix |
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VRAD looks for lights.rad in %vproject%, the current working mod directory (hl2, hl2mp, cstrike, dod, or your mod folder). This warning is returned if lights.rad wasn't found. |
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| Error |
Could not load filesystem_steam.dll
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| Fix |
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This can be caused by several things. If you're running HL2 via the HL2.EXE executable and didn't declare a game (via -game modfolder in the command line), you can get this error. Also, if the compile tools couldn't find filesystem_steam.dll (which is usually in sourcesdk\bin), they'll report this error; the fix is to make sure your compile tools are in a folder with a filesystem_steam.dll file, and copy filesystem_steam.dll to their folder if you have to. It may even be necessary to run the Source SDK's "Reset Game Configurations" tool. |
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| Error |
Crash while browsing models in Model Viewer, Face Poser, or Hammer
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| Fix |
The crash generally takes the form of a "[program] has performed an illegal operation" error. Try any of these:
- ensure that your games are all up-to-date and refresh your SDK content;
- try running in a different mod configuration;
- try running in 1024x768 or higher instead of 800x600;
- reinstall DirectX;
- reinstall, update, or roll back video drivers;
- if you're using two monitors, don't;
- consider removing custom models from the model folders;
- remove HL2 and Steam, delete all folders, restart, and reinstall. |
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| Error |
ED_Alloc: no free edicts
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| Fix |
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An error that indicates you've gone over the entity limit. Use fewer entities. |
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| Error |
Entity has bad I/O connections [or] unhandled input
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| Fix |
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An entity uses an unsupported output, fires a target that doesn't exist, sends an invalid input, etc. |
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| Error |
entity leaked!
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| Fix |
Caused by a hole in the map's world geometry, allowing the Inside to come in contact with the Outside, or by placing a point-entity outside the map. Brush entities cannot be used to block leaks. If you can't find the hole in your map, you can load a helpful line of dots with Map --> Load Pointfile. Follow the line until you find the hole.
If the leaked entity is a brush, and the pointfile doesn't lead you to any entity or hole, chances are the brush's origin has found its way outside the map. To find the brush with the offending origin, load Map --> Entity Report and filter the entities by key origin, using the coordinates that the compiler reported as a value. |
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| Error |
Failed to initialize texture system.
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| Fix |
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This error is given when another program interferes with Hammer's ability to load its textures. Try closing older versions of Hammer as well as any image editors and other suspect programs. |
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| Error |
FloatPlane: bad normal
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| Fix |
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Assuming HL2 is anything like HL1: "[a] plane is defined by 3 unique coordinates. If any of the three coordinates are the same, then you don't really have a plane (it[']s either a line or a point)." [Source: ZHLTProblems.html, from old ZHLT] That means you've got a face on which two corners share the same point in space--so the brush will probably need to be deleted and remade. |
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| Error |
gameinfo.txt
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| Fix |
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Errors pertaining to GameInfo.txt may be related to a recent Steam update that changes the Steam directory tree, or a product of not having run the game yet, or even a product of running the game via HL2.EXE instead of STEAM.EXE -APPLAUNCH NUM. You can try using the Source SDK's "Reset Game Configurations" tool, or attempt to create the GameInfo.txt in the given directory yourself. |
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| Error |
Hammer has only one viewport instead of four
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| Fix |
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Three of Hammer's viewports have somehow been killed or broken. Usually, this can be fixed by the "Autosize 4 Views" option from the View menu. In more rare cases, you need to open Hammer's options (Tools >> Options), change the setting for "Use Independent Window Configurations", then reload the map or editor. |
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| Error |
Hammer is slow [or] I run out of system resources running the Source SDK and its tools [or] OMGWTFLAG!
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| Fix |
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You can prevent Steam from hogging resources by opening the Source SDK tools directly (that is, open the steamapps\account\sourcesdk\bin folder and run the appropriate EXE), or by closing the Source SDK and Play Games menus after opening the tools. At least two people have reported that Hammer begins to run faster as you use it more. You could also buy more RAM; HL2 and the Source SDK seem dependent on RAM more than anything else. |
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| Error |
HashVec: point outside valid range
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| Fix |
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Don't let things touch or extend beyond the edge of Hammer's grid. |
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| Error |
Host_EndGame: Map coordinate extents are too large!!
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| Fix |
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You have an object that's somehow outside Hammer's grid. Try running Hammer's Check for Problems (alt-P) and correct any instances of "invalid solid structure." Also, check the VBSP portion of the compile log for errors such as "no visible sides on brush." |
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| Error |
invalid solid structure
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| Fix |
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An invalid solid structure, invalid brush, or invalid solid is a brush that is somehow nonconvex. This could be because of bad vertex manipulation, an attempt to Carve gone wrong, or other things. VBSP has a limited ability to correct invalid solids on its own, but it's usually a better idea for the mapper to do it. Correcting an invalid solid usually involves either deleting it and remaking it or cleverly vertex-manipulating it to be valid again. You can also try Hammer's Check for Problems (alt-P), which sometimes fixes these. |
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| Error |
Invalid texture [or] Material not found [or] purple textures
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| Fix |
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You specified a texture that Hammer could not find. The purple/black checkerboard textures generally mean that Hammer found the VMT (information file) but not the VTF (image file). |
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| Error |
line 514: unexpected symbol '{' [or] unterminated string
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| Fix |
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Vague error that tends to point to the wrong cause. Did you use quotation marks " " for any entity properties, even comments? You can open the VMF with some advanced text editor and find the line given; that at least gives you a general idea of where the error is. |
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| Error |
LoadPortals: couldn't read mapname.prt
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| Fix |
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The PRT file is used by VIS and generated by BSP. If the BSP process failed or didn't finish properly, you get this error. |
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| Error |
MAX_MAP errors
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| Fix |
Usually indicate you've gone over some internal limit. You'll probably have to remove offending objects until you're under the limit. General MAX_MAP limits:
MAX_MAP_ENTITIES - 4096. Both brush entities and point-entities will be considered in this count.
MAX_MAP_BRUSHES - 8192.
MAX_MAP_MODELS - 1024. This refers to brush entities (bmodels), not props.
MAX_MAP_PLANES - 65536.
MAX_MAP_AREAS - 256.
MAX_MAP_AREAPORTALS - 1024.
MAX_MAP_TEXTURES - 1024.
MAX_MAP_OVERLAYS - 512. |
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| Error |
My sprites (env_sprite and others) don't show up
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| Fix |
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For some reason, sprites placed by a mapper aren't recognized by the engine unless their material names (as defined in Hammer) end in .vmt. So, in the sprite entity properties, just append .vmt to the end of the material name--folder/sprite becomes folder/sprite.vmt. |
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| Error |
no visible sides on brush
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| Fix |
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Your map has a brush without visible faces. This usually indicates an invalid brush, perhaps one whose faces have all been deleted. It may be necessary to delete the object. |
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| Error |
out of memory loading solids, error 7
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| Fix |
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Hammer made an error when saving your map. The easiest fix is opening the backup file, mapname.vmx, by typing it into the Open File dialogue box or renaming it to mapname.vmf. Another correction is to open the map with Notepad, delete the last brush that Hammer saved, then add closing braces } so that Hammer thinks the file ends there. |
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| Error |
prop using model which must be used on a dynamic entity [or] prop uses model which has no propdata
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| Fix |
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You used a prop_physics/prop_dynamic model on a prop_static/prop_detail entity, or vice versa. Solution: if the error occurs with prop_physics/prop_dynamic, you can simply use a prop_physics_override/prop_dynamic_override instead; if the problem is with prop_static, you can use a prop_physics or prop_dynamic and disable its motion (via its flags) instead. |
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| Error |
props are solid but not visible
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| Fix |
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Usually indicates a problem with the fade distances. Make sure the prop's Start Fade Dist is -1 and its End Fade Dist is 0. |
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| Error |
solids were not loaded due to errors in the file
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| Fix |
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You, or Hammer, created a brush that was in some way nonconvex. Hammer could not fix the brush automatically, so it was deleted. |
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| Error |
texture axis perpendicular to face
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| Fix |
A texture has somehow been oriented perpendicular to the face it should be applied to, like this:

This is often an indicator of an invalid brush, though, especially if the texture cannot be reoriented properly. Usually Hammer can fix these, but if not, use the texture application tool to re-align the broken texture to World (or Face). |
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| Error |
Textures flicker from certain angles
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| Fix |
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Textures from the models/ and props/ folders (that is, vertex-lit textures designed for models) will flicker when used on brushes. They have to be remade with the LightmappedGeneric shader for proper brush use. |
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| Error |
The system cannot find the path specified
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| Fix |
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Rather vague error, but doesn't show up alone very often. Look through the rest of the compile log for other errors. |
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| Error |
There is no player start.
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| Fix |
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An error generated automatically by Hammer if there is no info_player_start entity in the map. Safe to ignore unless you're making a single-player map. |
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| Error |
Too many light styles on a face
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| Fix |
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You have too many lights with different names, or too many lights with different Appearances. Your warning (which is not an error) is informing you that some of these lights had to be deleted. The limit is three different styles; if you have more than three lights with different names or different appearances shining on a face, VRAD will delete some. Try giving them identical names or appearances, or outright delete some yourself. |
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| Error |
Trying to create a non-quad displacement!
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| Fix |
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This should never happen--but sometimes it does anyway! It means there is a displacement face in your map that is not a quadrilateral (four-sided figure). But the default compiler won't tell you where it is. |
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| Error |
WARNING: light_spot at (coordinates) has inner angle larger than 90 degrees! Clamping to 90... [or] WARNING: light_spot at (coordinates) has outer angle larger than 90 degrees! Clamping to 90...
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| Fix |
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Pretty obvious: you used a number larger than 90 for a spotlight's inner angle or outer angle. The angle was automatically changed to 90. |
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| Error |
Water problems
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| Fix |
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Water textures will not be displayed if your map has a leak. Water will not reflect properly unless it has a cubemap near it and you have run buildcubemaps (with the game console). Water is supposed to be a world brush, not a brush entity. You may not be able to see water unless you run VIS; in other cases, water worked perfectly without VIS. Having two different elevations of reflective water in the same PVS is not allowed. Try a different water texture if all else fails. |
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