cm_inlinemodel: bad number

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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gForce
Posts: 10
Joined: Thu Feb 10, 2005 2:06 pm

cm_inlinemodel: bad number

Post by gForce »

OK, not sure if this is the right place to post this. I'm very new to mapping and have very limited knowledge. So far my map loads OK, but for some reason, since my last changes, the map won't load and I get a cm_inlinemodel error. I've tried deleting all my changes and the message is still showing. I've tried googling to see if there were any useful tips but alas, nothing.

Any ideas....??

Total brushes: 7261
Total entities: 72

func_door : 9
func_group: 26
info-player_deathmatch: 1
lights: 36
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

have you checked the origin brushes on all the func_doors, or looked for origin brushes (anything textured with 'origin') sitting around where they shouldn't be?
gForce
Posts: 10
Joined: Thu Feb 10, 2005 2:06 pm

Post by gForce »

Thanks for the idea. I checked and at the moment there are no origin textures. I deleted the doors and still have the problem.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Map-center via google ;)
ERROR: CM_InlineModel: bad number

Definition: This error is generally caused by having more than 512 brush model entities in a map. The Jedi Academy brush model entity limit is 512. The error can also be caused if there is an origin brush that is not attached to a brush model entity.

Brush Model Entity: This is any set of brushes that has been turned into an entity complex in a level. Examples of this are Func_statics being used as elevators/platforms, Func_rotations, Func_breakables, Func_walls etc etc etc. These entity complexes have to have an origin brush associated with them.

Fixes:

1. If you have more than 512 brush model entities then you just need to lower the number somewhere below 512.

2. If you have a brush with the origin texture applied to it that is not assciated with a brush model entity of some sort then it needs to be deleted or associated with a brush model entity.
gForce
Posts: 10
Joined: Thu Feb 10, 2005 2:06 pm

Post by gForce »

I think they're refering to 512 entities. I was compiling with 6000+ brushes with no problem. It seems to be an entity/lighting issue. Either that or some sort of corruption that's stuck with the file.
gForce
Posts: 10
Joined: Thu Feb 10, 2005 2:06 pm

Post by gForce »

I think I've resolved it.
Saving it as a new file I did a fastbsp with no light and then a seperate light process. I still don't understand what was wrong, but I guess I'll figure that out someday.

Thanks all for your ideas.
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