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 ]=- |