CM_inlinemodel: bad number
Ok i saw several suggestions for this.
Its a problem with the map.
Maps have a limit as to how much moving polygons they can have, and how much light can be on any sort of polygons (big maps tend to have a lot of light = more chance of error).
Now, the problem doesnt show to all people who use the map, wich suggests that some personal settings can affect the playability of the map.
Another is that player models somehow get included in the calculation too.
So try moving all external models (if any) away.
Also, it seems that on gametype singleplay the limit is bigger, so try loading the map on your own comp with singleplay and see if the problem shows up. If not, then check some of your setting, most notably, vertex lighting and geometric detail (lower it)
Then, you might have different setting in baseq3 q3config than in e+. When connecting to the first map, values are used from baseq3, so try loading some other map first, then conencting to this map.
And, lastly, its often caused by the map not being downloaded properly. Try to redownload the map (quite possibly try this first).
So in short, its a map issue. I couldnt discover why it doesnt happen to everyone using the problematic map, but in most cases people have fixed it by lowering the number of movable/destructable polygons, and changing the lighting setup on the map.
I couldnt find any way to fix it userside (ie what specific user setting causes the error).
never heard of this one , yet. i ll try to find solution somewhere. u tried all? raise com hunk megs?
@mow , this is a a map bug. (somthing done by oldvamp that doesnt fit q3 engine very well )
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.
....so mow there is nothing u can do about it. and it hapepened to you instead of others maybe because u have a special q3 setting in graphics or whatever that others dont have.and that made that error possible for you and not for them...
yep casa, as i already told him
type cl_inemodel and (your mother number phone) it works pretty good
yes your mom
btw mowly i bumped into a nother reference for your problem.
seems some mods have trouble chewing certain maps (only with some users).
solution that i saw suggested is: put the map in mod directory and delete it in baseq3 directory.
did you try it?
So try moving all external models (if any) away.
done before, same prob
Also, it seems that on gametype singleplay the limit is bigger, so try loading the map on your own comp with singleplay and see if the problem shows up. If not, then check some of your setting, most notably, vertex lighting and geometric detail (lower it)
done before, same prob
Then, you might have different setting in baseq3 q3config than in e+. When connecting to the first map, values are used from baseq3, so try loading some other map first, then conencting to this map.
I already told, that i tryed it also with default config. Same prob.
And, lastly, its often caused by the map not being downloaded properly. Try to redownload the map (quite possibly try this first).
The download was defenetly ok, i had the map directly after it was released (was with the 2nd fragfest organised by me).
I also tryed various megs-settings, from 92 up to 2048, same prob.