QBSP3 Errors
if you have any answers to these
errors or have errors to add then please email us.
SubdivideFace didnt split
the polygons
Mixed Face Contents
content properties all have
to be the same for a brush...you cant have 2 different ones
on one brush...this is different for surface properties.
- numvertexes == MAX_MAP_VERTS
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up1.
- Leak***
you have a hole in your
map. Your map must be completely closed. Most editors
come with leaking finding tools.
- bad planenum
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up. Quake 2 has
a limit of 65536 planes it can support and a brush has
a face that excedes that limit.
- Tried parent
A brush has a surface that
is in the same plane as a parent entity. This is checked
when splitting brushes up and building the partitions
for later processing. The most likely source of the problem
is that a brush is malformed and needs to be fixed up
or removed.
- PSIDE_FACING with splits
This error should never
occur due to the way that the conditions required to cause
it. The source is checking a surface property and the
number of splits for a brush that are necessary. However
the routine that would generate the conditions for this
error has an #if 0 / #endif around the part that would
set the second condition for this error code (s&PSIDE_FACING)
so noone should ever see this error. If they do, Id love
to see the .MAP and find out how!
- Can't write mapname
There is a problem with
your HD, it might be full. Is your map file opened in
another program?
- HashVec: point outside
valid range
There's a vertex outside
the valid range. The maximum extents of a Quake 2 level
is (in all dimensions) -4096 to +4096.
- GetVertexnum: outside
+/- 4096
These are "map is too damn
big" errors. Somewhere the map is out of the +/- 4096
bounds. Make your map smaller or make sure its in the
middle and not way off to the side of the bounds.
- MAX_SUPERVERTS
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- numedges == MAX_MAP_EDGES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- SubdivideFace: didn't
split the polygon
- Winsock initialization
failed
When the -draw flag is
specified, then QBSP3 will attempt to open a WinSOCK connection
to the GLServer port of 25001. However since noone ever
inits the drawflag in the C code, it is up to the compiler
to decide if it is set to NULL or if it not init'd. The
latter case means that some compilers may cause drawflag
to be accidentally set due to memory garbage. In any case,
this problem should only really appear when the user specifies
'-draw' on the QBSP3 command line and they do not have
WinSOCK (TCP/IP) installed on their system. Two simple
workarounds for this are:
1: Do not set the -draw flag on the QBSP3 command line.
This should be something that most users dont do anyways!
2: Install the Netscape "fake" WinSOCK.dll file
(called Mosock.dll or something funky like that). It is
essentially a WinSOCK.dll that contains NULL WinSOCK routines
so that a client does not really have to install and configure
TCP/IP on their clients but they can use it when viewing
local web pages.
A third workaround is something that more advanced users
can do: simply rename qbsp3\gldraw.c to qbsp3\ogldraw.c
and rename qbsp3\nodraw.c to qbsp3\gldraw.c. This effectively
stubs out all of the Draw_* routines that come from processing
the tree nodes.
- draw_socket failed
Related to the Winsock
error above. The reason for the failure is that WinSOCK
coudl not create a socket for steaming the data to later
on. The same answers for dealing with this apply from
the error above.
- Couldn't open
This error occurs 2 times.
One time is when QBSP3 attempts to create and open the
.GL file (if the user put -glview on the command line).
If QBSP3 gets ANY error doing this, it stops w/o indicating
what the error may be. The second time is when QBSP3 attempts
to create and open the .LIN file to save the leak information.
The most common reasons for either failing is probably
lack of disk space or if you are attempting to save to
a network file server, no rights to create new files (although
why QBSP3 doesnt give the same error when generating the
.PRT or .BSP files is something Id have to look at later).
- Can't write expanded.map
You did not list this
error but it is in the code. This is the error that QBSP3
generates when it cannot create the file named expanded.map.
This file is generated if QBSP3 is unable to create the
file that would contain all the new brush info. This file
is generated in TestExpandBrushes() just before QBSP3
gives the can't proceed after expanding brushes error
message. However upon diggin into the code more I noticed
that the routine TestExpandBrushes() is never called (its
call in LoadMapFile() is commented out). As a result,
noone should EVER see this error message.
- FloatPlane: bad normal
Happens with vertex editing
when the geometry is invalid, for example when you alter
the number of faces (ie: take a block [6 sides], take
two vertices from the top and bring them over the lower
2 vertices to transform the block brush in a wedge [5
sides]. The face isn't a plane anymore (now an edge) so
the normal can't be calculated).
- MAX_MAP_PLANES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- MAX_MAP_BRUSHSIDES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- nummapbrushes == MAX_MAP_BRUSHES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- parsing brush
Your map file contains
an error, so qbsp3 couldn't parse it. You'll probably
need to fix it with a text editor.
- Entity %i, Brush %i:
origin brushes not allowed in world
Caused by having the origin
(center) of the Origin brush outside the bursh it is meant
to rotate (func_rotating error)
it occurs when you apply the "origin" surface property
to a brush that is not a func_rotate(door) entity. In
other words it happens when you give an origin surface
property to a world brush.
- ParseEntity: { not found
Your map file contains
an error, so qbsp3 couldn't parse it. You'll probably
need to fix it with a text editor.
- num_entities == MAX_MAP_ENTITIES
too many entities...delete
some or divide your map into 2 maps
- ParseEntity: EOF without
closing brace
Your map file contains
an error, so qbsp3 couldn't parse it. You'll probably
need to fix it with a text editor.
- Entity %i: func_areaportal
can only be a single brush
A func_areaportal can
only have one brush attached.
- can't proceed after
expanding brushes
Noone should ever see this
error message
- Portal_EntityFlood:
not a leaf
- AddPortalToNode: allready
included
- RemovePortalFromNode:
portal not in leaf
- RemovePortalFromNode:
portal not bounding leaf
- CutNodePortals_r: mislinked
portal
- MAX_MAP_AREAS
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- Unknown option
you ran qbsp3 with an
unknown option.
- Tried to invoke command
line that wasnt valid
you ran qbsp3 with an
unknown option.
- usage: qbsp3 [options]
mapfile
you need to specify the
map file to compile.
- MAX_MAP_TEXTURES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- node->faces seperating
CONTENTS_SOLID
- !node->faces with children
- PruneNodes: node->brushlist
- Bad leafface
When writing out the information
about the faces to the BSP file, one had a face number
larger than the largest one QBSP3 knows about. This should
typically be due to some memory overwrite problems or
some internal flow problems rather than anything the user
did. I dont have any suggestions on how to fix the problem
w/o actually debugging on a .MAP that could generate this
error...
- MAX_MAP_LEAFFACES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- MAX_MAP_LEAFS
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- MAX_MAP_LEAFBRUSHES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- MAX_MAP_FACES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- MAX_MAP_SURFEDGES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- MAX_MAP_NODES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- WriteDrawNodes_r: odd
planenum
- stylenum == MAX_SWITCHED_LIGHTS
The map is too big, it
exceeds some of Quake 2/QBSP3 internal maximums. You can
only have a maxium of 32 switched (ie: targetname light1)
lights in Quake2. It is not clear if a light w/a targetname
but is not really targeted counts towards this tally or
not. To be safe, lights that are not switched should not
have a targetname (until someone can verify that this
does not matter). Remove some switched lights until you
have less than 32.
- MAX_MAP_BRUSHSIDES
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
- MAX_MAP_MODELS
The map is too big, it
exceeds some of Quake 2/qbsp3/qrad3/qvis3's internal maximums.
Simplify, make it smaller, or split it up.
Here are the max values:
- MAX_MAP_AREAS 256
- MAX_MAP_BRUSHES 8192
- MAX_MAP_BRUSHSIDES 65536
- MAX_MAP_EDGES 128000
- MAX_MAP_ENTITIES 2048
- MAX_MAP_FACES 65536
- MAX_MAP_LEAFS 65536
- MAX_MAP_LEAFBRUSHES 65536
- MAX_MAP_LEAFFACES 65536
- MAX_MAP_MODELS 1024
- MAX_MAP_NODES 65536
- MAX_MAP_PLANES 65536
- MAX_MAP_SURFEDGES 256000
- MAX_SUPERVERTS 512
- MAX_SWITCHED_LIGHTS 32
- MAX_MAP_TEXTURES 1024
- MAX_MAP_VERTS 65536
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