QBSP3

1...2...LEAKED...
QBSP3 Stops, QVIS3 Fails, and QRAD3 Fails
   The map contains a "hole" from the inside, or playing area, to the outside, or void.. Check your map for brushes that enclose the playing area that dont quite touch, or entities outside the playing area.
QBSP3 can also classify an entity outside the playing area a "leak"... before you go tearing appart a map to find a leak, check your lights and entities and make sure theres none oustside your map.
mxpx
Another thing you might want to look out for are solids with certain entites tied to them that are on the edge of room etc. and it can be hard to spot accidental solid>enties on complex maps. An example of this is me tearing a map apart only to find a rectangular solid with a sky texture in one of my windows had accidentally been tied to a func. explosive entity.
Siygess
 
SubDivideError: can't split the polygons
This seems to be related to stretching, and or resizing textures on really thin brushes. I got the errors on brushes 4x$ and 8x$. When I removed all resizes and stretching, the error disapeared.
Ultrahigh
This error appears when there is one or more vertexes which are not snapped to the grid, OR 2 vertexes in exactly the same place. This error is common to get when you use vertex manipulation, or when you create a cylinder and then rotate it, so see to it that all the vertexes are aligned to the grid after rotation.
Ultrahigh
 
ERROR: FloatPlane: Bad Normal
This seems to be related to making too small cylinder brushes with too many faces, because when I made a 16x16x64 cylinder with 16 faces, the error was generated. When I made a 32x32x64 cylinder brush with the same amount of faces QBSP3 works without errors.
Ghost
This probably came not because of the cylinder... from how I see it, WC (and most other editors I presume) locks all vertices to the nearest number (i.e. no decimals) so when you made a cylinder in a small area, WC probably made a brush that had 2 or more verts with the same coordinates which would confuse qbsp while trying to calculate a normal for the face between those vertices.
falkon2
I found this was caused by a brush that was somehow created with only 2 faces? Find and delete it. It is very skinny of course:]
Chameleon
In my experience, when carving/subtracting, depending on the circumstances, it's usually a good idea to take the resulting brushes and create replacements, using the originals as guides, then deleting them. This ensures that not only are 4-vertex objects and 5-sided brushes (remember that a cube has 6 sides) avoided, but the map creator pays more attention to the area and can simplify the resulting area for a cleaner map and better compile. (Using 4 brushes, for instance, instead of 6.) Relying on the carve tool is a lot like trusting a WYSIWYG HTML editor to give you well-organized, readable code.
source misplaced
The FloatPlane: Bad Normal error can also be duplicated when editing the verticies of a brush... In worldcraft, try moving two vertices connected by a line right over the top of each other and you will almost undoubtebly get this error when running QBSP3. It can be avoided if you keep your brush editing clean and neat. This error had me pissed for quite some time!
mxpx
 
Entity 0, Brush <#> : Mirrored Plane
 
 
WARNING!: node with unbounded volume!
Well im not even going to pretend to know how/why something like this happened. But in hopes that this will work for other people here is how I managed to get the unbound volume warning. As well as what I did to get rid of it.

First I actually got a Floatplane: Bad Normal error. After searching for the one brush that was giving me trouble I found a 4 sided pillar. In the top view window, the top right vertices were not aligned. Obviously due to vertex editing. instead of fixing it by deleting it or re editing the vertex, I used the clipping tool and just cut it back to a square. I dont know if this caused the problem or not but for some reason that pilar became VERY tall. I would have to say it was 100 times taller than my level. Both on the top and the bottom. To fix it I did what I should have done in the first place, I deleted it and made a new one. Hope this helps somewhat!
Slaughtered
This happens usually in vertex manipulation (Worldcraft is guilty of doing this a lot!) and the vertex flys out of the grid. A lot of times you won't notice this until you reload the map. So QBSP3 gets the error because it can't calculate something that's not on the grid. The solutions is to delete the brush and rebuild it.
Barracuda
 
Entity 0, Brush 22: duplicate plane
First, entity0 and brush22 are the name of the brush that's causing the error. What's wrong is you have two faces on a brush that are in the same plane, meaning one brush has a single face composed of 2 faces. Simply search for the brush and fix the problem, deleting and rebuilding it is the best method of fixing it.
Barracuda
 
Entity 28: func_areaportal does not touch 2 areas
This seems to occur when you put an areaportal in but leave some other route between the two areas you want to split. It is analogous to a leak, and in fact could be described as an "internal leak". The "error" is non-fatal, it just means that the areaportal won't be used.
Karnov
 
Entity 30: func_areaportal touches >2 areas
This error is generated when you have a room with 2 or more openings, and you try to place func_areaportal entities over all of those openings. Unfortunatly, this entity can only be used to block a single room with a single opening, otherwise it will not function correctly. The solution is just to delete the func_areaportal entities and forget about using them.
The Hegemon
It IS possible to have 2 (or more) areaportals blocking 2 (or more) openings between areas. The new AP tutorial on rust isn't totally clear on this, but I asked on the message board and got confirmation that it is possible to use multiple APs to block multiple access, and then proceeded to make it work myself, with no problems. What I've found is that in my level where I have multiple APs on multiple access, AS SOON AS I do something that generates a leak in the map, I also get the "> 2 areas" error popping up. When I find and fix the leak, the AP error goes away. I suspect that once there's a leak QBSP doesn't really know how many areas there are (and where they are). The error may also be generated by having an AP that isn't right, too.
Barney
 
Entity 0, Brush <#> : mixed face contents.
This is not a fatal error, it doesn't even rank as a "warning" by QBSP3. But it's annoying nonetheless. The reason for this message is that one has a brush which does not have the same "contents" flag checked on ALL six sides. If, for instance, you have a brush where one surface has the attribute of "detail" (like when VIS3 ignores it), but the other faces of the brush do not, this message will appear. Make sure all the faces of a brush has the same contents flag checked. The same goes for "origin", "ladder" etc.
T.H.Johansen
I've noticed that this happens when a brush has a liquid and a solid texture applied to the same brush; i.e. one face is a "solid" and the rest of the brush has an animated liquid (or force field) texture applied. When I found and fixed the problem, the error went away.
Michael Hanson
This is caused by having some face attributes mixed or missing. I loaded the .MAP file back into my editor after jotting down the brush that was upsetting QBSP3 during build. The brushes under Worlspawn are numbered to match. The offending brushes had all but one face with the attribute "detail". I made all faces match, error is gone. Bottom line, check your offending brushes surface attributes.
Marc Pullen
 
HashVec: point outside valid range
I have no idea why i got it or how so.... Later I was able to fix it though! What I did was center my map - like selected the whole thing then moved it to the middle...
Repower
This happens when you exceed the -4096 to 4096 limit in your editor...
EraserX
 
 
SetQdirFromPath: no 'quake2' in C:\mymap
QBSP3 fails to compile
This means a couple things in QERadiant. In Qeradiant this means either you have not created a project directory or you have not saved your map in the project directorys map directory i.e. c:\quake2\mymaps\maps\ is where it should be saved to.
WolfeN
When running qbsp3.exe manually and getting this error you should put "mymap" in the "..quake2\baseq2\maps\"-directory together with the qbsp3.exe, then it should work. Thanks to Eric Brough for the tip at Quakelab(2) <_BC_> Michael Olsson
 
WARNING: entity 0, brush 97: microbrush
These problems showed up in a level I was working on when I selected multiple brushes and attempted to use the plain clipping tool. I cut just under the line where the two brushes meet. So I ended up with the top brush completely whole and the bottom brush cut down to less than one unit thick Just find the extremely thin brush and delete it. Yea yea, easier said than done.
Slaughtered
 
"line 34 is incomplete" "line 6 is incomplete"
The error messages seemed to switch off after I deleted a few brushes that were actually just blocks/wedges w/o vertex manipulation...
Solution: delete problimatic brush(es) (if u can find it...)
A.D.Brown
I used a message key in a trigger_relay entity, and I surrounded the message text with quotation marks (e.g. "Hello, World!"). When I tried torun QBSP3, I got the "line xxx is incomplete" error.
I then tried to reload the map in the editor, and it would not load! So I went through the .MAP file with a text editor, and discovered that my messages were surrounded bydouble quotes. (e.g. ""Hello, World!"") I fixed this, and the map loaded into the editor and BSPed successfully.
The moral: never use quotation marks in a key value.
Keith Schular, 3D Realms
 
Entity 0, Brush 442: origin brushes not allowed in world
The error is caused when you dont tie an origin brush to an entity. If you get this message its most likely because you made a rotating entity and forgot to tie the origin brush to it.
LaRd
 
FixWal:Fail to open WAL!
I think this message only turns up in a certain version of QBSP3 called QBSP3WAL, when you try to use custom textures. It was only a temporary fix for Quark 4.07, because it didn't fully support custom textures. All is fixed in Quark 5, there is also a new version of QBSP3 called TXQBSP3, which handles floating point, and texture manipulation. Use that instead.
Muzza
 
entity 0, no visible side on brush
Most of the time you should get this with Quark, due to it using a floating point system rather than simple interger (ie... 0.2847 is floating point and 1, 2, 14 are interger). QBSP3 is interger based, so it rounds them to a full number. Sometimes the interger value becomes a 0. Now even tho it's 0, qbsp still tries to compile it, but comes up with that error.

It isn't a fatal error by any means, but if I am right, once you go look at the bsp, where that brush is meant to be is nothing.

Solutions? Use a floating point based QBSP3 (At Quarks homepage) or simply make sure you don't make the width/length/height a value of 0.
Suicidal-Sniper
 
As QBSP3 runs it counts out those numbers, but what happens is that instead of going 1...2...3... etc. All it does is do 1...3...5...6...8... - it misses out 2, 4,7, and 9. What's that all about?
 
 
No gamedir in C:\games\quake2\baseq2\MAPS\quake2test.map
NEVER PUT "QUAKE2" IN YOUR FILENAME - I tried it with tquake2.map, quake2t.map .... They all generated the same error
-=[ Watutsi ]=-