Ok I'm currently making a map. it compiles and etc. yeh.. But when i go ingame and run i it gives me the error: SV_SetBrushModel: NULL Can someone PLEASE help me, its my first map and when i release i give credit to whoever helps me.
Check the orgin. Its usually a stray entity. Hit L and look for any entity that isnt attached to a brush. Thats a listing that doesnt have any plus next to it. Find that and hit delete. If that doesnt work, say so and Ill go through the other things it could possibly be. And its not nessecary to put the persons name into the credits, its a very common problem. Next time you have a problem llike that, try googling it. Theres a big listing of problems and their solutions here: MODSonline.com - Definitions and solutions to the most commonly found mapping errors for the Quake game engine on modsonline. EDIT : Forgot, but also, if you have a brush textured with the 'orgin' texture, it must be connected to a func_rotating or it will give that error. You have to select all the brushes for the rotating thing, and the orgin brush along with it, THEN make it a func_rotating.
Although with entities he means only Func_Door and Trigger_multiple and other entities that should have a brush next to it. If you ever use Origin brushes for an entity, make sure you select it last as Isla said.
Juggernut;4401207Although with entities he means only Func_Door and Trigger_multiple and other entities that should have a brush next to it. If you ever use Origin brushes for an entity, make sure you select it last as Isla said.
.......???? None of what you said makes any sense, sorry....
A better way to add in the origin brush: Select the brush (origin brush or whatever) you want to add in, then Ctrl+Alt click a brush already inside that entity. Right-click on the grid view and select "move into entity". Easy as that. :]
If you're using Radiant 1.5, Isla's right for sure. If you're using 1.4, then the second thing Isla mentioned with origin brushes is probably correct. However, it also happens with areaportals. That's the major one for most people - they copy and paste a door entity and retexture it as an areaportal without making it a worldspawn. I did that a lot.
Let me rephrase it. An entity that is a brush itself should only be checked. An entity such as a Info_Player_start should not have a little arrow next to it as it is not connected to a brush or is a brush itself.