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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Parse Error
BeRRe
General Member
Since: Dec 30, 2002
Posts: 35
Last: Jan 15, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Tuesday, Jul. 22, 2003 03:19 am
This is just a simple tutorial i have put together..

ParseEntity Rescue by Berre 2003...

Hello, This info/tip is about how to save your broken .map in SOF2SDK...
Many time i have made the misstake and worked on my map without change name
of the working map, and a error has appear without my knowledge until i have
tryied to load my map.. And the errormessage was:

ParseEntity: { not found
GetLastError() = 0 - 0
An unrecoverable error has occured. Would you like to edit Preferences before Exiting Q3Radiant???

To Avoid Errors:
Save your work continuously after 5-15 minutes or after a major change.
When you save your map, don´t think it´s safe and keep on working in good faith
that your work is out of errors... Rename you map after every save, ex like:
mymap1.map ( next save ) mymap2.map e.c.t.


* Doohhh!!!!!! all my work is gone!!!! *

But don´t worry, you can save mostly all parts, only the errors will be removed
and you will see what couses the error, so you can fix it propetly..
But thats what you want it to be anyway..

First try to rename the backup file .bak ex. mymap.bak to mymapbak.map...
Still not work, there is a autosave.map .. try to load that one...
Still don´t work, rename the backup file autosave.bak to mymapautobak.map...
Still don´t work????

Anyway, to fix the map open it up in Notepad ( the best program in windows there is *lol* )
If you look at the code it would look something like this:
______________________________________________________________________________________________________________

EX. 1 - Good code Brush 0

// brush 0
{
patchDef2
{
finca/stucco1
( 5 3 0 0 0 )
(
( ( -1536 -1216 128 -13.500000 9.500000 ) ( -1536 -1216 192 -13.500000 9 ) ( -1536 -1216 192 -13.500000 9 ) )
( ( -1536 -1216 192 -13.500000 9 ) ( -1536 -1216 192 -13.500000 9 ) ( -1536 -1216 192 -13.500000 9 ) )
( ( -1632 -1216 192 -12.750000 9 ) ( -1632 -1216 192 -12.750000 9 ) ( -1632 -1216 192 -12.750000 9 ) )
( ( -1728 -1216 192 -12 9 ) ( -1728 -1216 192 -12 9 ) ( -1728 -1216 192 -12 9 ) )
( ( -1728 -1216 128 -12 9.500000 ) ( -1728 -1216 192 -12 9 ) ( -1728 -1216 192 -12 9 ) )
)
}
}

_______________________________________________________________________________________________________________

EX. 2 - Also good code Brush 1

// brush 1
{
( -1520 -1136 64 ) ( -1536 -1136 64 ) ( -1536 -1264 64 ) finca/stucco1 -640 0 0 0.125000 0.125000 0 0 0
( -1536 -1264 256 ) ( -1536 -1136 256 ) ( -1520 -1136 256 ) finca/stucco1 -640 0 0 0.125000 0.125000 0 0 0
( -1536 -1264 128 ) ( -1520 -1264 128 ) ( -1520 -1264 64 ) finca/stucco1 -640 0 0 0.125000 0.125000 0 0 0
( -1520 -1264 128 ) ( -1520 -1136 128 ) ( -1520 -1136 64 ) finca/stucco1 0 0 0 0.125000 0.125000 0 0 0
( -1520 -1136 128 ) ( -1536 -1136 128 ) ( -1536 -1136 64 ) finca/stucco1 -640 0 0 0.125000 0.125000 0 0 0
( -1536 -1136 128 ) ( -1536 -1264 128 ) ( -1536 -1264 64 ) finca/stucco1 0 0 0 0.125000 0.125000 0 0 0
}
_______________________________________________________________________________________________________________

Look at the diffrents between the code examples... In ex.1 the brushselection is defined at the begining
of the line, a patchDef2 and in EX.2 it´s between the cordinates ... Pretty obvious.. =)
_______________________________________________________________________________________________________________

How to search for the errors then?? Well, here it goes... It´s in the EX.2 the mostly errors occure...
The GTK Radiant lose the information about what texture there is suppose to use in the cordinats..
And a error could look like this, example from a errorfile i have:
____________________________________________________________________________________________________________________

// brush 30
{
( -1432 -466 204 ) ( -1432 -474 204 ) ( -1442 -482 192 ) prague/lamp_pole 0 0 0 0.125000 0.125000 0 0 0
( -1428 -468 204 ) ( -1432 -468 204 ) ( -1442 -458 192 ) prague/lamp_pole 0 0 0 0.125000 0.125000 0 0 0
( -1428 -474 204 ) ( -1428 -466 204 ) ( -1418 -458 192 ) prague/lamp_pole 0 0 0 0.125000 0.125000 0 0 0
( -1432 -472 204 ) ( -1428 -472 204 ) ( -1418 -482 192 ) prague/lamp_pole 0 0 0 0.125000 0.125000 0 0 0
( -1428 -472 204 ) ( -1432 -472 204 ) ( -1432 -468 204 ) prague/lamp_pole 0 0 0 0.125000 0.125000 0 0 0
( -1420 -460 192 ) ( -1440 -460 192 ) ( -1440 -480 192 ) prague/lamp_pole 0 0 0 0.125000 0.125000 0 0 0
}
// brush 31
{
( -1432 -472 164 ) ( -1444 -472 164 ) ( -1444 -484 164 ) prague/lamp_pole 0 0 0 0.125000 0.125000 0 0 0
( -1444 -484 192 ) ( -1444 -472 192 ) ( -1432 -472 192 ) prague/lamp 0 0 0 0.125000 0.125000 0 0 0
( -1444 -480 176 ) ( -1432 -480 176 ) ( -1432 -480 160 ) prague/lamp 0 0 0 0.125000 0.125000 0 0 0
( -1420 -484 176 ) ( -1420 -472 176 ) ( -1420 -472 160 ) prague/lamp 0 0 0 0.125000 0.125000 0 0 0
( -1428 -460 176 ) ( -1440 -460 176 ) ( -1440 -460 160 ) prague/lamp 0 0 0 0.125000 0.125000 0 0 0
( -1440 -472 176 ) ( -1440 -484 176 ) ( -1440 -484 160 ) prague/lamp 0 0 0 0.125000 0.125000 0 0 0
}
// brush 32
{
( -1828 -112 176 ) ( -1828 -128 176 ) ( -1828 -128 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1812 -112 176 ) ( -1828 -112 176 ) ( -1828 -112 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1812 -128 176 ) ( -1812 -112 176 ) ( -1812 -112 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1828 -128 176 ) ( -1812 -128 176 ) ( -1812 -128 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1828 -128 176 ) ( -1828 -112 176 ) ( -1812 -112 176 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1812 -112 160 ) ( -1828 -112 160 ) ( -1828 -128 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
}
// brush 33
{
( -1808 -88 176 ) ( -1808 -104 176 ) ( -1808 -104 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1792 -88 176 ) ( -1808 -88 176 ) ( -1808 -88 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1792 -104 176 ) ( -1792 -88 176 ) ( -1792 -88 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1808 -104 176 ) ( -1792 -104 176 ) ( -1792 -104 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1808 -104 176 ) ( -1808 -88 176 ) ( -1792 -88 176 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
( -1792 -88 160 ) ( -1808 -88 160 ) ( -1808 -104 160 ) (0.000000 1.000000 0.000000) 0 0 0 0.125000 0.125000 0 0 0
}
// brush 34
{
( -1824 -94 192 ) ( -1824 -102 192 ) ( -1834 -110 180 ) prague/lamp_pole 32 32 0 0.125000 0.125000 0 0 0
( -1820 -96 192 ) ( -1824 -96 192 ) ( -1834 -86 180 ) prague/lamp_pole 0 32 0 0.125000 0.125000 0 0 0
( -1820 -102 192 ) ( -1820 -94 192 ) ( -1810 -86 180 ) prague/lamp_pole 32 32 0 0.125000 0.125000 0 0 0
( -1824 -100 192 ) ( -1820 -100 192 ) ( -1810 -110 180 ) prague/lamp_pole 0 32 0 0.125000 0.125000 0 0 0
( -1820 -100 192 ) ( -1824 -100 192 ) ( -1824 -96 192 ) prague/lamp_pole 0 -32 0 0.125000 0.125000 0 0 0
( -1812 -88 180 ) ( -1832 -88 180 ) ( -1832 -108 180 ) prague/lamp_pole 0 -32 0 0.125000 0.125000 0 0 0
}
___________________________________________________________________________________________________________________

Oohh Oh!! There is something missing in Brush 32 and Brush 33 and it´s the texture-definitions of

EX.1:

{
patchDef2
{
finca/stucco1
( 5 3 0 0 0 )

So what to do?? Just delete the Brush 32 and Brush 33 and save it in a new name...
Open up the new map in SOF2SDK and look what is missing and do it redo it..
Or just copy in the missing parts, if you don´t know what texture it is just take one...
You can always switch it to the right texture in the program later on..

Final words:
Hope this saved your precious work and reload the map after every saveing..

// Berre 2003
Share |
narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Tuesday, Jul. 22, 2003 09:17 am
i can testify to that -- in large maps its almost impossible to find/repair errors in a text editor unless its a very simple error near the top such as a duplicate worldspawn. i showed how to fix that in an old post. + errors in your qe4 file can cause severe map formatting errors. + pressing ctrl+alt+del to close radiant if it freezes can irreparibly corrupt the map file.
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BeRRe
General Member
Since: Dec 30, 2002
Posts: 35
Last: Jan 15, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Tuesday, Jul. 22, 2003 12:47 pm
Here´s a tip on search for errors on large maps..

Step 1.

If the map has 200 brushes, open up the broken map
and copy the first 100 ( 0 - 100 ) brushes, past it in a
new notepad. Save as a new name and try to open it in SDK.
If you can open it, then there is no error in that part.
Then you know that the error is somewhere between
brush 101 & 200...

Step 2.

Then copy brush 101 - 150 into the new map and do the
same procedure as above in step 1.
Ooh oh!! ex. The map crashes...
But know you know there´s a error between 101 - 150...

Step 3.

Delete brush 125 - 150 .... Save the map.. test again..
Wee, it worked... Now you know more specific that the
error is somewhere between 126 - 150 ...

Hope you see the pattern in this way of errorsearch...

Lets say that the error was in brush 144...
After you have fixed it, copy in brush 151 - 200
and test if it works with them too. You never know,
a error could be in that brushes too... [moon]

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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Tuesday, Jul. 22, 2003 01:07 pm
yes i know, i have done that before -- my map has over 5000 brushes though so it takes forever lol
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BeRRe
General Member
Since: Dec 30, 2002
Posts: 35
Last: Jan 15, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Tuesday, Jul. 22, 2003 01:42 pm
Hehe... life´s a biscuit eater... 80
If you wan´t to i could try to solve it as a challange for me..
If so, send the .map to berre@onlyforfun.se

// Cheers
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