Taken from The QuakeLab: Editing website http://www.planetquake.com/quakelab/ Used by kind permission of Steve Fukuda [The QuakeLab] [Compiling and Editing Problems and Solutions] [Editor] [BSP] [Light] [VIS] [Startup] [Gameplay] Modified August 4, 1997 |-----------------------------------------------------------------------------| |Problem |Solution | |---------------------------------------|-------------------------------------| | |QBSP thinks that no entity in the | | |map file is actually outside of a | | |brush. This can be from two main | | |factors (that I'm aware of): The | | |"worldspawn" entity may have an | | |"origin" key which confuses QBSP | | |(this is caused by some versions | | |of Quest). If your map has an | | |"origin" line in the "worldspawn" | | |entity, delete it and the problem | | |should go away. The error will | |no entity in empty space - no filling |also occur when you actually don't | |will be performed |have any entities in empty space. | | |This is usually caused by newbies | |- while compiling a level with QBSP. |trying to make a single room map | | |using a single cubic brush and | | |putting the player start inside | | |the brush (i.e. believing brushes | | |are hollow rather than solid). | | |When you receive this error, QBSP | | |will not remove the exterior faces | | |of the brushes of the level | | |(meaning you'll have many more | | |faces than necessary in the level | | |which will make it slower) and | | |will not generate either a .prt or | | |a .pts file. - Alex Moon | |---------------------------------------|-------------------------------------| | |This error is caused when | | |round-off error when converting | | |brushes from a set of planes (as | |point off plane |stored in the .map file) to a set | | |of points (used internally by QBSP | |- error message while compiling a |and Quake) exceeds a pre-defined | |level with QBSP |constant. It can be safely | | |ignored, and there are several | | |versions of QBSP which have been | | |compiled with the error removed. | | |Use one of those. - Alex Moon | |---------------------------------------|-------------------------------------| | |You have too many faces on a | |-- Brush_LoadEntity --- |single brush. The normal QBSP | | |released by id has a limit of 16 | |**** ERROR **** |faces per brush, which makes | | |objects like spheres very | |AddBrushPlane: numbrushfaces == |difficult to create. However, | |MAX_FACES |there are several versions of QBSP | | |(like QBSP256b), for which this | |- error message stopping compiling |limit is much higher. These | |process with QBSP. |versions should also be just as | | |fast and take no more memory than | | |the original. - Alex Moon | |---------------------------------------|-------------------------------------| | |You have a water brush | | |intersecting a slime brush or a | | |water brush intersecting a lava | | |brush or a water brush | | |intersecting a sky brush or a | | |slime brush intersecting a lava | | |brush or a slime brush | | |intersecting a sky brush or a lava | | |brush intersecting a sky brush. - | | |Alex Moon | |---------------------------------------|-------------------------------------| | |This can also be caused by a brush | | |that has a water, lava, or slime | | |texture (ie: a 'liquid' brush) and | | |a solid texture. For example, if | | |it's lava, all the planes must be | | |lava. Also, you can't mix the 3 in | | |one brush, or touch H20 to Lava. I | | |noticed this problem can occour | | |when using the subtraction feature | | |of most editors, and the brush | | |used for subtraction is a liquid, | | |i.e. I create a water brush, then | | |use it to carve a hole out for my | | |pool. You have to use a solid | | |brush, then change it to a liquid | | |after the pool has been cut out. - | | |Joe Sunday | | |-------------------------------------| | |I'd placed a sky-textured box | | |around my whole level, to create a | | |"floating in misty space" effect. | | |When later adding a "skill level | | |selection" area, I placed it | | |outside of this box, and | | |immediately started getting the | | |"Mixed Face Contents" error. I | |mixed face contents in leafnode |originally thought it was due to | | |the texturing problem already | |- error message while running QBSP, |covered in the error list, but | |occurring during the --Solid BSP-- |nothing I did (including making | |phase and before the *.pts and *.prt |everything the same solid texture) | |files are written. |fixed it. Finally I tried moving | | |the whole area within the | | |sky-textured box with the rest of | | |the level (luckily there was a | | |non-obtrusive place where I could | | |tuck it away out of sight) and the | | |error immediately went away. | | | I recently was working on a DM map | | |and suddenly started getting the | | |"mixed face contents in leafnode" | | |error. There were no places where | | |I had two different liquid | | |textures touching each other, nor | | |was my map contained within one | | |big box. After a couple of days of | | |frustrating testing I narrowed it | | |down to being caused by a stack of | | |two octagonal rooms. Only one | | |problem: I had made no changes to | | |the stack, except to move | | |it's horizontal position slightly, | | |in the round of changes that the | | |error started appearing in; prior | | |to that, the rooms caused no | | |problems. Applying a single solid | | |texture to everything in the two | | |rooms did not eliminate the error. | | |Deleting either one of the two | | |rooms didn't work; both had to be | | |deleted before the error stopped. | | |Changing the vertical axis | | |position of the two did not | | |eliminate the error. BUT - | | |changing the horizontal axis | | |position DID eliminate the error. | | |- Sonya Roberts | | |-------------------------------------| | |This error is caused by the | | |multiple WAD file system that | | |Worldcraft uses. It goes "wad" | | |"blah.wad blah2.wad etc", which | | |QBSP256b is not meant to handle. | | |When multiple WADs are used, the | | |only way to go is to use the QBSP | | |that comes with Worldcraft. - Tom | | |Grandgent | |---------------------------------------|-------------------------------------| | |This happened when I had my | | |texture wad files in a deeply | | |nested subdirectory, and is even | | |more likely to occur when using | | |more than one of them. Line 3 in a | | |map file is where the location of | |Token too large on line 3 |the texture wads is defined, and | | |if that line is too long, then | |- Message displayed upon running |QBSP will not be able to handle | |QBSP256 before anything else is |it. I moved them to a directory | |displayed - stops QBSP256 immediately. |called C:\Q and have not had a | | |problem since. - Michael | | |Holzmeister | | |-------------------------------------| | |There is a another reason why you | | |can receive this error. It occurs | | |when you've added a long message | | |(longer than 128 characters) to an | | |entity, using the \n for line | | |breaks, and you attempt to run | | |QBSP256B on it to build the bsp | | |tree. Solution: Use another QBSP | | |or the newer, modified QBSP256b | | |(named qbsp256.exe) - Shawn Holmes | | | (ed. Or use the newest QBSP256c.) | |---------------------------------------|-------------------------------------| | |This error occurs when you create | | |a room or space which is in no way | | |connected to the rest of the | | |level, not by a hall, door or even | | |a teleport destination. In other | | |words, a nonleaking place where a | | |player can't ever reach. Apart | | |from giving you this info the .bsp | | |file will be just fine (provided | | |there are no other errors). - Paul | | |Steffens | | |-------------------------------------| | |This cannot be ignored; although | | |the map may compile fine, perhaps | | |even compile fine for several | | |future revisions of the map, it | | |can lead to problems in the "fill | | |outside" section of QBSP - you'll | | |eventually get an "Entity reached | | |at ... " error, enclosed in | | |exclamation points, with the | | |message stating that no filling | | |was performed. The entity that has | | |caused the leak under normal | | |circumstances is usually outside | | |the map; (it can be traced using | | |the x, y, z coordinates that QBSP | | |will give) however with the | | |"cutnodeportals_r" warning, it may | | |actually think an entity which is | | |fully contained within the map is | | |causing the leak! Deleting the | | |offending entity does not solve | | |it; QBSP will think any entity is | | |causing a leak. | | | CutNodePortals_r warning is | | |usually related to poorly-fitting, | | |densly-packed brushes that are | | |usually in a complex arrangement; | | |I got the error when I used BSP's | | |"sphere" creator, using even very | | |minimal numbers of brushes to | | |construct the sphere. The brushes | | |making the sphere didn't quite fit | | |together correctly; deleting the | | |sphere elimated the warning and | | |filling was able to go through | | |successfully. I replaced the bad | | |sphere with a sphere made from | | |THRED. With this sphere the map | | |compiled fine, even though this | | |new sphere had just as many | | |brushes as the BSP version. - Chad | | |Moore | | |-------------------------------------| | |What I believe is happening (this | |Warning: CutNodePortals_r:newportal |is an educated quess, based on my | |was clipped away |knowledge of Quake, and our own | | |render engine) is this: as the BSP | |- warning message while compiling with |tree is created, it divides every | |QBSP, no *.PRT file is generated, and |area into a convex leaf. Between | |on larger areas, the lower part of the |each of these leafs is a "portal", | |screen becomes garbled. |which is used to calculate the | | |view into that node (convex leaf, | |(Ed. This is getting out of hand.... |or cell). When VIS does it's | |:) Thank goodness I haven't run into |magic, it goes through each of | |this one... |these cells and determines which | | |cells are visible from the current | | |cell. If you get this error in | | |QBSP, I believe it means an area | | |has been created, and then gets | | |cut away from the mesh by another | | |area... - Jason Booth | | |-------------------------------------| | |It's sometimes affected by the | | |editor, if you just extend walls | | |by copying them and placing em | | |right next to each other so | | |they're in line, you will get this | | |message. I think the brushes get | | |cut at nodes where they cross each | | |other as points - if you extend | | |walls in this way, you'll end up | | |with lines, not dots (nodes), and | | |thus problems will arise... - Tan | | |Sian 'Bubbah' Yue | | |-------------------------------------| | |This is a precision error. It | | |shouldn't cause any problems in | | |the maps... just means that your | | |editor is outputting something | | |funky. - American McGee as quoted | | |by Jason (Loki) | | |-------------------------------------| | |Many people have complained about | | |the cut node portals problem. I've | | |found it to be a pain as well. I | | |believe the problem to be with the | | |accuracy of the map editors. | | |However, if you just can't seem to | | |seal up the leaks, place a big box | | |around your map. It doesn't really | | |seem to hurt performance. You'll | | |still get the warnings, but you | | |wont have any leaks in you map. - | | |Paul McKinney | | |-------------------------------------| | |Even though the .map format | | |exclusively defines its geometry | | |by planes, the quake engine cant | | |use that. It has to be converted | | |to polygons of some form. Once a | | |polygon that possibly fits the | | |plane has been produced, it has to | | |be fitted to that plane. To do | | |that involves some vector | | |operations which are subject to | | |numerical imprecision. I attempted | | |to fix the problem for a friend by | | |using a variable instead of a | | |constant for checking. When that | | |error occured I lowered the | | |constant and redid the operation. | | |It seemed to work at least some of | | |the time. - Troy Mann | |---------------------------------------|-------------------------------------| | |1. There is a leak in the map and | | |the .bsp is being generated with | | |one of the latest modified | | |versions of QBSP that doesn't | | |generate the pointfile. I would | | |suggest getting the original | | |version of QBSP that was initially | | |released. | | |2. There is a misplaced light | | |entity within a brush or outside | | |of the map. Check all your light | | |entitiy locations. - Eric Stevens | | |-------------------------------------| | |It's been my experience that what | | |usually causes that error message | |!!!!!!!!!!!!! |is an entity jammed into a brush, | | |possibly sticking through to the | |reached occupant at: ( 0, 0, 0) |void beyond. This also holds true | | |for water and lava brushes. If | |no filling performed |they touch the void, it'll crap | | |out on you. - Chad (last name | |leak file written to [filename].pts |unknown) | | |-------------------------------------| |!!!!!!!!!!!! |When this happens, go back into | | |Worldcraft, and check the point | |- warning while running QBSP -verbose |0,0,0. I have found that often, | |on a map made in WorldCraft, the *.pts |there is an entity, usually a | |file is 0 bytes, no entities exist at |light, and through some glitch, | |(0, 0, 0) in the map, so leak |there are about 40 of them at | |suspicion is fruitless. |exactly 0,0,0. You have to go | | |through alot of highlighting and | |(ed. now fixed in WC. No longer a |deleting, but it seems that when | |problem - see the final explanation at |you copy an entity, it | |right.) |occasionally puts a bunch of extra | | |copies at the origin. - Cody Rahn | | |-------------------------------------| | |The problem might be caused by the | | |QBSP that comes with Worldcraft. I | | |switched to QBSP256B and never had | | |the problem again. - Ryan Drake | | |-------------------------------------| | |This was COMPLETELY true with | | |older versions of Worldcraft, but | | |is no longer the case with version | | |1.0/1.0a of Worldcraft - the QBSP | | |included with Worldcraft now | | |creates the .pts file correctly, | | |and should not be a problem. - Jay | | |Gill | |---------------------------------------|-------------------------------------| | |I checked the source and it is set | | |to 8192. It is used in the | |-- Brush_LoadEntity --- |declaration of an array, so | | |increasing it could increase the | |WARNING: Point off plane occurrences: |memory requirements of QBSP. Each | |20 |element in that array is a | | |structure containing 4 doubles (8 | |***********ERROR************ |bytes each) and an int. So that's | | |38 bytes * 8192 elements taking up | |numbrushplanes == MAX_MAP_PLANES |only 311296 bytes of memory. I | | |think it'd be safe to increase | |Crash in mid-compile of a map using |this number, as long as there | |QBSP256 by Tom Grandgent. Normal QBSP |aren't any other limitations in | |crashes with a Point off plane |QBSP that I haven't seen. I'd like | |message. |to see a map that causes this | | |message for analysis. - Tom | | |Grandgent | |---------------------------------------|-------------------------------------| | |This stems from using standard | | |QBSP. Usually, you can | | |accidentally create a canonical | |Error:CanonicalVector: degenerate |vector by using a very complex | | |brush to carve out a very large | |- error message while running QBSP. |brush. The result are many | | |canonical vectors. QBSP256B will | | |also handle brushes with many | | |faces; this is the workaround. - | | |Shawn Holmes | |---------------------------------------|-------------------------------------| | |QBSP goes through a level and | | |creates a BSP tree of the level. | | |In doing so, it splits the | | |polygons in order to create a | | |convex leaf for each node of the | | |BSP tree. Often, a large polygon | | |is split many times. I'd guess | |cannot split polygon |that this error occurs either | | |because | |- error message while running QBSP |A) A very small, or long and | | |narrow polygon needs to be split, | | |and the resulting polygons are too | | |small for the program to handle, | | |or, | | |B) the splitting algorithm is | | |failing due to the complexity of | | |the polygon which is being split. | | |- Jason Booth | |---------------------------------------|-------------------------------------| | |Replace the multiple individual | | |.wad files with the quake101.wad | |Using base, medieval, metal and wizard |file from ftp.cdrom.com. This file | |.wad's until start.wad was added. |includes all textures from the | |After the addition of start.wad the |registered version of Quake in one | |wads seem to crash qbsp when qbsp is |.wad file. Keep in mind that most | |in it's "FillOutside" stage. It is |editors today load all textures | |causing all versions of qbsp to crash. |into memory, and if you can use | | |the smaller theme .wads, you will | | |probably get better system | | |response. - Mike Melzer | |---------------------------------------|-------------------------------------| | |This editor-intensive problem is | | |reportedly fixed, but a general | | |definition of what is happening | | |here would be helpful. Let us know | | |if you have the general definition | | |of this message and what causes | | |it. In this case, removing the | | |crescent shaped brush removed the | | |problem. | | |-------------------------------------| | |This is the infamous 'Worldcraft | | |Carving Bug' caused when carving | | |across two adjacent brushes. The | | |bug rears its head only when | | |Worldcraft combines some parts of | | |each brush into a new brush. This | | |resulting brush will cause qbsp to | | |give duplicate plane warning | | |messages. As for a solution, it | | |seems to be a code bug in the | | |carving algorithm; however it is | |Brush with duplicate plane |not necessary to delete the | | |brushes that cause the error. A | |- Message received from Worldcraft |workaround is simply to import the | |QBSP v1022 while compiling level made |faulty map into QuakeMap - this | |with WC v1022. Resulted while |editor will complain about the | |subtracting a 14 sided cylinder from |brushes and will correct them when | |another 14 sided cylinder to produce a |you re-export the file to the map | |crescent shape (Quake logo.) |format. - Kirsten Joy Corney | | More on the error in qbsp: also occurs| (ed. This has now been fixed in | |when using the qED editor. Also, such |WC. (see below.)) | |brushes will crash the BSP editor if |-------------------------------------| |you try to resize them. |Exporting the map from Worldcraft | | |and loading back into Worldcraft | | |will solve the problem. - Bruce | | |Batteson | | |-------------------------------------| | |The error under qED is caused by | | |qED's negative brush routines | | |sometimes. this may be fixed in | | |the next version. Deleting the | | |brushes from the map is the only | | |way to fix them under BSP (that I | | |know of). Just select the brush, | | |but DON'T click around the outside | | |of it afterwards (BSP tries to | | |select a face then, and this is | | |where the duplicate plane causes | | |it to crash) I'd really like to | | |see a small program that will go | | |through a map and remove stuff | | |like this, so I don't have to have | | |a second editor (quakemap) for | | |this purpose. - Jimmy McKinney | |---------------------------------------|-------------------------------------| | |It has been my experience that | | |this behavior happens when there | | |are excessive leaks. I have had | | |maps take an hour or more to qbsp, | | |that results in a > 2meg .bsp and | | |> 3meg .pts. When the leaks are | | |closed qbsp takes a "normal" | | |amount of time and my file size | | |came back down to 1.2 meg. This | | |was for a map with 1423 brushes. | | |201 entities. - Mark Wheeler | | |-------------------------------------| | |One problem I see is that you have | | |only 16 Mb of ram. So do I but | | |when I compile jrbase1 it takes a | | |great deal longer than when my | | |friend with 64 mb ram compiles it. | | |Your hard drive just is not as | | |fast as regular memory no matter | | |how you stack it. | | | Also if you have lots of brush | | |entities it can slow things down. | | |By this I mean doors and switches | | |and stuff like that. Qbsp has to | | |process each of those in turn as | | |well as the world entity. - Troy | | |Mann | | |-------------------------------------| | |Huge bsp times are caused in most | | |if not all cases I have | | |encountered by QBSP trying to | | |handle a 2 sided brush, (or a 3 | |Excessive compiling time: Over 5 hours |sided brush with 1 duplicate | |to QBSP. System used: P133 16 MB RAM. |plane?), sometimes the editor | |QBSP was writing a 100+ MB swapfile. |won't catch these brushes and they | |Map was 600 k and the corresponding |are VERY hard to catch manually if | |compiled (BSP) was 2 MB. Did not |you have a huge level. You can fix | |contain any tremendously complex |them in the map file by just | |rooms,etc. - Gary Marshall |deleting the brush, usually these | | |brushes are useless anyway and | | |just left over from CSG | | |operations. Or you can fix them in | | |your editor, usually they hide out | | |in large groups of objects, try | | |ungrouping objects and using trial | | |and error to find the offending | | |brush, sometimes they don't show | | |up in the window because the | | |single line overlaps the edge of | | |another brush, in this case, have | | |fun. :) | | | My bsp times (without any 2-sided | | |brushes), on a P120/16MB, have | | |never exceeded 15 minutes even | | |with HUGE HUGE levels run through | | |a modified QBSP. So if you have | | |huge QBSP times, it is most likely | | |an error, not necessarily just a | | |large level (explanation given by | | |other people). - George Davison | | |-------------------------------------| | |This is OFTEN caused by a | | |frustrated map maker or an | | |automated map generator creating a | | |"room" outside the level to | | |contain the entire level and avoid | | |leaks. Instead, find the leaks, | | |and don't make a large sealed room | | |outside the entire level. - | | |Pro-Magnon | |---------------------------------------|-------------------------------------| | |I had this happen to me when I was | | |using QBSP1031. I switched to | | |QBSP256B and the problem went | | |away. Unfortunately QBSP256B | | |doesn't support multiple wads, so | | |I was forced to use MipDip to make | | |a wad containing all my textures | | |in one; then QBSP256B works fine. | | |- Rodney Burns | | |-------------------------------------| | |I have had this problem before | | |using Worldcraft on a large map. | | |The version of QBSP that's | | |included with Worldcraft seems | | |prone to this (although I'm not | | |sure about this newest 'Full' | | |version available at Worldcraft's | | |Web page). It's quite frustrating, | | |but actually can be due to a leak | | |that QBSP is not reporting (but is | | |still there). The key is to watch | | |the dialog while QBSP is | | |running... the key phrase is | | |'---MERGEALL---' ... if you don't | | |get that, then there is probably a | | |leak. The way I have tracked this | | |down is to try using a different | | |version of QBSP (like QBSP255B) | | |and see if that produces a useful | | |error (like 'Reached occupant at | | |blah blah...'), otherwise you are | | |reduced to retracing your steps to | | |see what you did to introduce the | | |leak (you ARE using an editor that | | |supports 'Undo', aren't you?!!) - | |After QBSP, no PRT file is generated. |Jay Gill | |PTS file reads 0. No leaks apparently |-------------------------------------| |present. - Jeff Longino |Check to see if you have any | | |"light" or "path_corner" entities | | |floating around in the grey void | | |outside the level...you may have | | |neglected to delete them. Check | | |The Official Worldcraft Editing | | |Site's "Ask the Guru" section and | | |read Levelord's response to a | | |similar question... | | |-------------------------------------| | |I'd bet this came from WorldCraft. | | |I have noticed that sometimes when | | |you compile your level inside of | | |WorldCraft using their included | | |utilities, it will not specificly | | |state that a .prt file is created. | | |The thing you need to really look | | |for is the statement "MERGER ALL" | | |towards the end of QBSP running. | | |If you see this, than a .prt file | | |is created. Just look in the | | |directory and you should see the | | |.prt file there. Apparently, every | | |time you run QBSP a .pts file will | | |be created. In the event that | | |there are no leaks, the file will | | |have a size of 0. Additionally, | | |you may want to try exporting to a | | |.map file, and then compiling | | |manually using the id utils, or | | |QBSP256C. The utilities included | | |with WorldCraft have been tweeked | | |to require less memory, and they | | |also will not handle as large of | | |levels as the original utilies do. | | |- Mike Melzer | |---------------------------------------|-------------------------------------| | |You may have invalid characters in | | |the .map file. This could be the | | |result of an editor saving | | |something incorrectly, or the .map | | |file may be corrupt. You should | | |try openning the .map file in a | | |text editor like WordPad, and then | | |see if there is anything inside it | | |that looks out of place. If you | | |cannot do this either, than more | |file read error |than likely the file is corrupted, | | |and unrecoverable. | |Message displayed by QBSP while | | |compiling. QBSP stops at this point. - |If you can open the file, by | |Jordan Shipman |looking at the Quake Map Specs, | | |you should be able to find the | | |offending bit. Remove the part | | |that is incorrect, and save it. | | |Then try reopening it in the | | |editor, and then recompiling. | | |Things to look for in particular, | | |is anything that may be in a | | |"message" key pair. Make sure | | |there are no ASCII control | | |characters. - Mike Melzer | |---------------------------------------|-------------------------------------| | |Your map is WAAAAAY to long/ wide/ | | |tall. | | | I got this trying to make a | |************ERROR************ |cloud-textured, 1,400-foot pit. | |CheckFace: BUGUS_RANGE: -2387.000000 |ed. "Um..ok." | | |Now I know not to, but I don't | | |know the exact point at which this | | |error occurs. | | |:) | |---------------------------------------|-------------------------------------| |MAX_HULL_POINTS |I upgraded to QBSP256 and it | | |solved the problem. I imagine it | |Error message while running QBSP |had something to do with the | |(Final WorldCraft version.) - Guy W. |number of faces on a brush. - | |Nelson |Sandy Cormack | |---------------------------------------|-------------------------------------| |When compiling a rather complicate | | |map, QBSP spits out the following | | | --- Brush_LoadEntity -- | | |numbrushes = 360 | | |WARNING: couldn't create brush faces | | |numbrushes = 535 |And here is the corresponding | |535 brushes read |solution... | | The warning doesn't seem to cause any | | |harm to the level, but I would like to | | |know whether I should pay attention to | | |it or not. - Dave Wiley | | |---------------------------------------|-------------------------------------| |When I try to run qbsp (outside of the | | |quake directory) it says: | | | |This is a version of the Quake | |SeetQdirFromPath: no 'quake' in |utilities that have been compiled | |C:\games\qetc\editing\test.map |without any changes to the | | |directory they HAVE to reside in. | |And if I try to run qbsp in the quake |Solutions: place the utilities | |directory, it says: |(QBSP, VIS, LIGHT) in the | | |.../quake/id1/maps directory and | |No gamedir in |they will run fine, or just use | |C:\games\quake\test.map." |another version of the qutils (a | | |better idea.) - Matthias Worch | |- Elizabeth Harper | | |---------------------------------------|-------------------------------------| |I've been using QBSP256c, usually | | |without problems even on 'large' | | |levels (large for me means >1000 | | |brushes), I'm now getting an error as | | |follows: | | | ---- WriteClipHull ---- | | |Writing d:[path here]numet6c.h1 | | |************ ERROR ************ | | |Couldn't open d:[path here]numet6c.h1 | | | ...at which point QBSP aborts. The .h1| | |file doesn't appear to have been | | |created. There's hundreds of megs of | | |free space on the drive when it | | |happens, and 64megs or so of RAM. I |And here is the corresponding | |guess the .map file has become |solution... | |corrupt, but it was fine last time I | | |tried it, and I've only added a few | | |very simple new features. I can't | | |track down the problem. | | | It's happened occasionally in the past| | |even with small levels, so I don't | | |think size is an issue here. The only | | |way I've found to get around this | | |problem when it occured previously was | | |to scrap everything and start again. | | |This is not my favorite course of | | |action, understandably. - Gareth | | |Morgan | | |---------------------------------------|-------------------------------------| |When I try to run the version of QBSP | | |(full) that I downloaded from the | | |QuakeLab (Basics - Tools) site on my | | |map (approx. 170k), I get the |This could be corrected by copying | |following message: |the old QBSP from the 1.0b | | |Worldcraft CD back over the top of | |SubdivideFace: didn't split the |the new one. Obviously, this is | |polygon |not a "fix" I want to live with | | |long-term. - Robin Hermance-Moore | |When I try to run version 29 of qbsp | | |downloaded from Stomped.com (both | | |Pentium and Win '95 versions) on the | | |same map, I get this error reading: |-------------------------------------| | Project Directory: | | |********ERROR******** | | |Token too large on line 7 | | | |The problem is caused by scaling | |This error comes after QBSP has worked |textures down too small on small | |on the file for about 15 seconds |surfaces. I built a chair and | |(giving the impression that |scaled the wood to 0.3 to match | |everything's working just fine). I |the peices. No error cropped up | |have seen a solution for line token |until my level got much larger | |too large on line 3 on QL's Problems |(over 1 meg bsp). - Jim Kaufman | |listing, but not one for line 7. Why | | |do the different versions of QBSP | | |generate different errors? - Yasir | | |Ruhayel | | |---------------------------------------|-------------------------------------| |Using QBSP256 to compile a map with a | | |"trigger-multiple" entity, I got an | | |error msg. |When I applied the "trigger" | | |texture to the trigger brush, it | |cannot find texture ENTITY |solved the problem. - Sandy | | |Cormack | |and QBSP crashed. - Sandy Cormack | | |---------------------------------------|-------------------------------------| | |I've just recently had this | | |problem. Although mine was with | | |Hullnum 1 and Hullnum 2. I was | | |just making the layout of the | | |level and didn't have any lights | | |or other entities in it besides | |Hullnum 2: |the info_player_start. It compiled | |No entities in empty space -- no |correctly with QBSP, LIGHT and | |filling performed |VIS. I decided to add lights in | | |one room to view it and the error | |The level seems to work correctly even |messages went away. - John Schultz | |though I get this error. VIS works |-------------------------------------| |fine, but slower, than normal. |These errors also seem to occur | |Definition? - Paul |when your info_player_start is at | | |(0, 0, 0). God knows WHY you can't | | |put it there, but... You can't. | | |Simply moving the player start | | |position will fix the problem (if | | |you really can't move it, move | | |your entire map.) - Tom Nuydens | |---------------------------------------|-------------------------------------| | |Exporting the map from Worldcraft | |***ERROR*** |and loading back into Worldcraft | |CheckFace: degenerate edge |will solve the problem. - Bruce | | |Batteson | |---------------------------------------|-------------------------------------| | |You probably group selected | | |several entities at once, and | | |edited their properties. This | | |sometimes gives the properties of | | |other entities to your lights. | | |There could be other causes for | | |this error, but all relate to the | | |same | | |solution. This problem will be | | |fixed in the next release of | | |Worldcraft I hear(in 1.4). I've | | |seen Lights like this: | | |Light | | |Speed 100 | | |Brightness 200 | | |Height 184 | | |Wait 2 | | |Reset 4 | | |Blah xxx | | |blah xxx | | | This is the cause of the error, if | | |every light in your level has | | |these extra properties, QBSP and | | |Light will have problems. | | | Here's the Quick fix that won't | |MODEL: *181 |cost you ANY building time: | | ************ ERROR ************ | -Load your map (the .rmf file) in | |Entity text too long |Worldcraft. | | |-Click the menu: View / Hide Items | |I have a lot of dynamic entities, |-Click the menu: Edit / Select All | |which I assume is the problem, but I'd |-Click the menu: View / Hide | |like confirmation. - Matt (Unknown |Selected Objects | |Soldier) |-Click the menu: View / Unhide | | |Items | | |-You should now see ONLY your | | |lights and other object entities, | | |plus the | | |info_player_xxx ones. | | |-Click the menu: Edit / Select All | | |-AT this point, you could hold | | |CTRL and de-select non light | | |entities, but | | |It's not necessary. | | |-ALT+ENTER | | |-You will now see the object | | |properties. | | |-Make sure you are on the "Class | | |Info" Tab | | |-Smart edit should be un clicked, | | |or non changeable | | |-Highlight each item properties | | |such as: Speed (No Change) | | |-Click the "Delete" button on the | | |properties sheet. | | |-Delete all the values "EXCEPT for | | |Brightness, and appearance" | | |-Close properties | | |-Save your map | | |-Done :) | | | Casey | |---------------------------------------|-------------------------------------| |****WARNING**** | | |Entity with no valid brush. | | | |This occurs when you tie an entity | |No .bsp file made. Error message |to a brush with the clip texture. | |occurs after *model XX(it was 47 on |Dont do that. Simple enough. - | |mine) |Karl "The Partisan" Pilger | |---------------------------------------|-------------------------------------| |Editor: Worldcraft | | | | I'm guessing the person who got | |----------------------------------- |this is using Worldcraft (that's | |* Executing QBSP... |what I use). The solution is to | | |quit other applications that may | |* Could not execute the command: |be running and/or clear off some | |qbsp.exe "" |disk space. QBSP needs a lot of | |* Windows gave the error message: |swap space (> 250MB!!! on the | |"The operation completed succesfully." |level I'm currently doing). | |----------------------------------- |Sometimes, a reboot is necessary | | |to flush memory. - Jack Perdue | |---------------------------------------|-------------------------------------| |I use WC 1.3 registered, and have | | |experienced the carving bug (brush | | |with duplicate plane) with all of my | | |maps. The prescribed fix (exporting | | |into a quake map and then reloading it | | |into WC) does not work. | | | Error: brush with duplicate plane | And the corresponding solution | |Program: WC 1.3 registered |is... | |Result: My maps usually get severe vis | | |errors (greying out of walls), | | |after running a full vis. Entities do | | |not seem to be a problem, as this | | |map has only 30. | | |Solution: None found | | |---------------------------------------|-------------------------------------| |ReadClipHull: MAX_MAP_CLIPNODES |Jack Perdue's MAX_MAP_CLIPNODES | | |mini-website | |---------------------------------------|-------------------------------------|