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Problem: Multiple entities named world.


NeonsStyle

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Hey,

 

I compiled my map today after working out how to add a door, and was working on making it pickable. I compiled it, and all was

good, until I loaded the map and hit the above error.

 

So I search the entity list, and sure enough there are two entries for "world". One with many brush entries (I guess the geometry) and

another I'm not sure on. I told it to focus on the problem one, it then focus's on a wall at the origin of the map.

I tried to select this "world" but there seems to be nothing there, just the wall with classname worldspawn (which is normal).

 

he only thing filtered item are collisions.

 

So now I'm at a loss. Everything worked fine 10 mins earlier, and the only thing was add a door model, set and reset some brushwork to

func_static (reclassified to worldspawn and all other entries deleted in entity editor). So I'm hoping someone can point me to how to

fix it.

 

Also, when the map does run, there are two black boxes (like entity boxes) showing up in doorways (no doors) in game. Also one showing

up when a door model did not spawn (fixed that).

 

Thanks

 

Ven

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Everything that is worldspawn is handled as one entity called world. So normally, you only have one. If you would try to name another entity "world", DR would give you an error telling you that an entity with this name already exists.

 

What is the entity you are not sure on. Is it worldspawn. If not, you may try to delete it. This is something that should not happen due to the above mentioned things. The only way a mapper can actually cause this is via script, which I just guess you don't use. So maybe it is an overseen DR bug. Please keep a copy of your current file for bugtracking. If deleting said entity does not help, you can also either upload the map here or pm it to me, so I can have a look.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Everything that is worldspawn is handled as one entity called world. So normally, you only have one. If you would try to name another entity "world", DR would give you an error telling you that an entity with this name already exists.

 

What is the entity you are not sure on. Is it worldspawn. If not, you may try to delete it. This is something that should not happen due to the above mentioned things. The only way a mapper can actually cause this is via script, which I just guess you don't use. So maybe it is an overseen DR bug. Please keep a copy of your current file for bugtracking. If deleting said entity does not help, you can also either upload the map here or pm it to me, so I can have a look.

 

No, no scripting. The problem is that the item can't be selected to be deleted. If I delete the brush the entity viewer focus's on, then the world problem still exists. Yeh it might be a bug, not sure, I don't know enough.

 

This is turning into a major problem. I reloaded an older version of my map where everything worked fine. Added a simple door, no locks/handles and door

frames, and it compiled fine, but again ran into the same world problem. I'd just compiled it few mins ago, and all was fine, only thing I changed was add

a door using the same method Fidcal uses in page 2 of his A-Z mapping wiki. GRRRR so now that map file is useless.

 

IS THERE NO WAY OF REMOVING WHATEVER IS CAUSING THINGS? Either by exporting map as a text file or something? ( no idea how to do

that or even what to look for).

 

Thanks

 

Ven

Edited by Venus

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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The map is stored in text format. You can open the map file in any text editor, search for the entity entry there and delete it manually.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Ahh thanks... I'll try that.

 

Excellent Obsttorte, that lead me to finding it in wordpad, then going to that location in radiant and deleting the object.

There were two func_statics that were marked as worldspawn (I know there should only be one), aaand on top of that

I got the lockpicking to work and the doorhandle. Easy really. lol

 

Much appreciated. Now a question. If I mark some detail geometry (such as door jams) as func_static so AI dont have

issues with them, how can I turn them back into brushes without having to delete them?

 

Really appreciate it, just what I needed to know. Much thanks :)

 

Ven

Edited by Venus

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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You should be able to right click them and select, "Revert to worldspawn"

 

Ahh great... thanks Lux

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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If I mark some detail geometry (such as door jams) as func_static so AI dont have

issues with them

Maybe I misunderstand you, but converting things into func_static has nothing to do with the ai. In fact, ai ignores func_statics.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Maybe I misunderstand you, but converting things into func_static has nothing to do with the ai. In fact, ai ignores func_statics.

 

As I read it, if you made say Door frames brushwork, AI might get stuck on them, however if you make them func_static, then AI can't get stuck because as

you said they ignore them. Am I not correct in this?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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It's the other way round. AI knows how to navigate brushwork (worldspawn) but they will ignore func_statics (and hence can become stuck on them). That is why you should add monster_clip around func statics.

 

You can find out more here: http://wiki.thedarkmod.com/index.php?title=Pathfinding

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Worldspawn servers the purpose of creating the sealing geometry. Together with visportals they create a network of big convex rooms, which the engine uses to find out what needs to be rendered and how sound should propagate.

 

Details are done using models. In idTech4 (the TDM engine) they are called func_static. Everything that cannot move belongs to this class, so also models you add via the model browser for example.

 

The sealing geometry together with monsterclips is used to generate the aas, a two-dimensional representation of the map telling the ai how to navigate. To keep this as simple as possible (pathfinding is quite a performance-houngry thing, even if it may appear simple at first glance), models are not taken into account here.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Ahhh I see.. ok much appreciated, so things like a rooms detail brushwork should remain brushwork if an AI could possible

interact with it. However things like ceiling beams and things the AI will never see should be made func_static. For all

else monster clip. Ok got it.

 

Thanks

 

Ven. :)

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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