Statistiques globales et en temps réel de la totalité des serveurs d'Urban Terror. Suivez l'évolution du nombre de joueurs sur Urban Terror !
Statistiques globales et en temps réel de la totalité des serveurs d'Urban Terror. Suivez l'évolution du nombre de joueurs sur Urban Terror !
Guide rapide concernant l'inscription sur le site officiel du jeu. Créez ainsi votre compte joueur qui permet d'être authentifié sur les serveurs de jeu de la 4.2 !
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xmasBaboon a écrit :Ya plus rapide,
Créé une grande boite qui englobe toute ta map, tu fais select inside, le copie, et le colle dans une autre map. Obligatoirement, tu n'auras pas copié les brushs fantômes.
SV_SetBrushModel: NULL
This is the error that most map maker hate. It often ends up in deleting the map and restarting from scratch. There's several potential causes for this error.
- Corrupted brush in the map : During the course of manipulating brushwork these 'broken' brushes happen occasionally. They're often invisible brushes, brush objects that you can't see in the editor but appear in game once your map has been compiled. To fix this first try the 'brush cleanup tool' from the main menu (it's location may vary depending on which version of GTKRadiant you're using. If that doesn't work make sure you've not got any objects hidden and make sure the show/hide options in 'View > Filter' are set to display everything. Finally, you can also select all the brushes you see in the editor (draw a huge brush that covers your entire map, right click and pick Select > Select Complete Tall). Then hit Ctrl+C to copy the brushes, open a new map, hit Ctrl+V to paste your stuff in there and save the map under another name
- Incomplete or partial brush entity : This is the most likely cause of the error and it happens when trying to make brush based entities that involve the 'origin' shader (in 'common' textures menu) . The origin brush is 'entity specific' which means it can't exist in the world on it's own like other brushes, it always has to be grouped with other brushwork to form an entity; func_door, func_mover, func_rotate, func_script_mover and so on, all of these are brush based entities that are comprised of normal brushes and an 'origin' brush. If an origin brush is left in the world ungrouped with other brushes the 'Null' error results. In order to clear this out, you have to check all your entities out (did you use a trigger shader on a door entity? Did you make a trigger_hurt using hint or origin shader?). There's a huge amount of <i>wrong possibilities</i>...
- Badly placed or badly used 'entity' texture : Related to an orphan origin brush is the accidental inccrrect use of entity specific texture/shader. This happens when an entity shader is 'mixed' with other normal texture on an object. More often than not, it's the 'origin' texture/shader that's been misplaced on one or more faces of a door or similar brush based entity (see above). Entity textures/shaders can't be mixed in this way (unless it with specific instances of 'nodraw'), they have to be placed on all faces of a brush.