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                      Map Loading Problems & Solutions

   Successfully compiled my .qle file
   and got the .bsp file. But when I
   try to run my level by loading
   another multiplayer level and type PFSETMOD.ZIP by James Battles
   into the console "map [mapname]"   (note: this is directed at
   this message                       Worldcraft users but may prove
                                      helpful nonetheless)
   "PF_setmodel: NULL"

   is shown.
   When starting Quake2 with a custom
   bsp file, the following message is
   shown at the console:
                                      The solution or explanation goes
   ERROR: CMod_LoadBrushModel:        here.
   \maps\mymap.bsp has bad version
   number(2524 should be 38)
                                      I believe you are correct. The
   I believe I have put to much of    QuakeLab2 masthead (that big
   something in my map. It is a fairlypicture up top) generated this
   large Quake2 map with about 75     error - a BFG was fired in a room
   monsters and a LOT of light. The   full of all the Quake2 monsters. I
   error is                           think it has to do with the game
                                      having to deal with too many
   "error:*index: overflow"           entities. Try dropping most of your
                                      light entities, and replacing it
   This happens when I try to start   all with texture based lighting
   the map in Quake2. The only thing  (edit those surface properties!)
   that changed from when it worked toTry and avoid putting too many
   when it did not work is a few more monsters in a given scene, as this
   monsters and perhaps one carve.    will cause the framerate to crash
                                      and burn, and in extreme cases,
                                      might help generate this error.

   Your QBSP problem goes here.       The solution or explanation goes
                                      here.

   Your QBSP problem goes here.       The solution or explanation goes
                                      here.

                               and on and on...












