Talk:Compiling:q3map2

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need a pointer to something like "common error solving". q3map2 description at wikibooks is generic, may be detailing what's applicable or not to UrT - gsigms

Johnny

List 1

AAS_MAX_PLANES=n Extremely high walls cause this problem for some reason. Apparently, there was a version of bspc that caused that problem but was fixed with an update.

Bad PointToPolygonFormFactor You�ve got a mesh too close to the sky box.

Brush with no normal A brush has a dodgy face. Usually means that you can't see it in the editor, but can in the map (in game). You can use Bob Toolz brush cleanup to get rid of these in some situations, in other situations you might have to search your map file (in notepad) and look for decimal points (in the first 3 numbers in the brackets) and round them off (get rid of the decimal point). Also you might of manually rotated a patch and its went all funny, best not to rotate patch meshes manually (by using rotate and then move the mouse around to move them)

DEFAULT_MODEL (munro) failed to register This error occurs when the lightmaps in your map are just too complex and/or large for the EF engine to handle. To fix it, you just have to lower the resolution of the lightmaps in your map. To do that, go to your worldspawn entity and add in key: "_lightmapscale" value: "2". The shadows won't look as sharp, but at least the map will run. If you still get this error, increase the value to 4 and it should fix it.

Entity 0, Brush 0: degenerate plane/mirror plane/bad normal Select Find Brush... from the Misc menu and search for the brushes with those errors. Then delete them.

Entity 0, Brush 0: duplicate plane When you were editing a brushes vertices, at some point you dragged the vertices in such a way that the two planes opposite each other were in the same place. While this error isn't necessarily a vital problem in the compile process, it can cause some weird visual side effects as you basically have a double-sided texture. It is generally best to avoid this, but it is technically okay to leave it as it is. In EFRadiant, click Plugins, Rogue Brush Repair, Remove duplicate planes.

Entity 0, Brush 0: MAX_POINTS_ON_WINDING This error often occurs when there are just too many vertices on a brush. Do a search for the offending brush and clip it (Shift-Enter) into multiple brushes to get rid of the error.

Entity 0, Brush 0: mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL This means you have a hint brush or area portal set as detail.

Entity 0, brush 0: mixed face contents This just means that one of your brushes has different textures on two or more sides. You can usually ignore it.

ERROR: Allocwinding: failed to allocate winding Not sure what this means. Revert to an older version of your map in the snapshots folder until it goes away.

ERROR: Backwards tree volume This error can be caused by several problems. The two most common are start position in the void or start position on a floor with a detail surfaceparm. Make sure that you place the start position on a floor made out of a solid texture and that it isn't too close to a wall.

ERROR: ClipWindingEpsilon: 90 > MAX_POINTS_ON_WINDING This error often occurs when there are just too many vertices on a brush. Look for long, thin brushes and clip them (Shift-Enter) into multiple brushes to get rid of the error.

ERROR: DispatchBSPCommand failed with a COM exception This is a Q3Build/GtkBuild error. The .dll must be put in the plugins directory, and you must be using a version of xxBuild that is compatible with the editor.

ERROR: Error opening c:progra~1ravenstartr~1baseef/maps/purectf.bsp: No such file or directory The vis stage of your compile was unsuccessful. This error is caused by another.

ERROR: LoadPortals: couldn't read c:progra~1ravenstartr~1baseEF/maps/unnamed.prt Your map has a leak somewhere that needs to be fixed.

ERROR: MAX_BUILD_SIDES Usually means you have a really complicated complex brush in your map, thats not allowed! you need to make it less complex!

ERROR: MAX_FACETS during vlight (maxfacets >= 65XXX) You�ve got too many spheres and/or cones in your map. The maximum number of facets allowed is 65,535.

ERROR: MAX_MAP_BRUSHSIDES This is normally a problem with your total amount of brushes on the map being over the limit, the limit is apparently 32768, so you should try to get rid of some brushes. If your amount of brushes is around that area or you can remove some brush sides, each brush has multiply sides so try removing some of the sides that wouldn't be seen when playing.

ERROR: MAX_MAP_DRAWINDEXES Your brush work is too complex. You need to simplify your design and try again.

ERROR: MAX_MAP_DRAW_SURFS This might occur if you have put tesssize 1 in your shader by mistake, this means that texture is being tiled thousands of times so to speak. You need to enlarge the number to around 128, 256, etc.

ERROR: MAX_MAP_LIGHTGRID You have too many lights in your map. In the worldspawn enter key lightgrid and for the value, 64 64 64. Infinite brushes can also cause this error.

ERROR: MAX_MAP_LIGHTING exceeded Reduce the total surface area of the drawable polygons in the map. This will reduce the number/size of the lightmaps, reducing the number of lightmap pages created, reducing the total size of the lightmaps in the .bsp. Drawable polygons are created for a surface even when that surface is hidden by a detail brush. Apply textures/common/caulk to these surfaces, or delete them entirely if they are patches. Drawable polygons are also created for surfaces that are only partially hidden by structural brushes - and, providing that the drawable polygon is convex, parts of it may still be hidden behind structural brushes, taking up extra lightmap area. If there is a significant amount of the area on a surface hidden by a structural brush, split the surface up until only the visible part exists.

ERROR: MAX_MAP_VISIBILITY exceeded MAX_MAP_VISIBILITY means you reached VIS's upper limit. However, it IS fixable. Anything brushes that aren't structural (ie. chairs, consoles, etc) should be made into detail brushes. Also make sure to use caulk on any non-visible faces.

ERROR: MAX_MAPFILE_PLANES You have two choices: cut down on the number of brushes in your map, or don't add bot support. You can try putting clip brushes around heavily detailed brush work, but no guarantees that it will work.

ERROR: MAX_ORIGINAL_EDGES Don't know what this one is. If you have a solution, post it below.

ERROR: MAX_PATCH_PLANES The visible brush face is being split too many times. Extra vertex points are created by q3map on visible face edges, where they are split by other visible face points (corners, or vertices). So if you have too many visible face points touching the edges of another face, that particular face will be split many times and have many vertex points.

ERROR: MAX_SUBMODELS exceeded There is a maximum limit of 255 "brush" entities. The only solution is to get rid of some of them.

ERROR: MAX_SURFACE_VERTS VERTS (VERTICES), means you've got a lot of patches and curves. If this is the case, try deleting some of them and go for a less ambitious design.

ERROR: MAX_TW_VERTS exceeded If you have this error, then you have a cluster of geometry getting sliced up too much in the compile. If you can't figure out where the problem is, then compile your map using Q3map2 with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt) then run your map and look for areas with lots of portals (the portals should appear as colored transparent walls in the game if you used the -dbugportals switch). Once you find the area that looks like it might be causing the problem, see if you can cut down on the geometry there and/or make sure your using detail brushes as well instead of only structural brushes. If you can't figure out where the problem is, then your only option is to run the -light phase in the compile with the -lomem switch (using Q3map2)to disable the trace tree subdivision, but use that as a last resort.

ERROR: No file to process. Run with -? for help You're either compiling in DOS which is bad, or you are using an old version of the compiler. Get the latest version of Radiant.

ERROR: RE_LoadWorldMap: maps/test.bsp not found UT defaults to PURE SERVER mode, and will not let the client game see anything not in a .pk3 file that has been CRC checked against the server's copy of the same .pk3 file. When you load a map with map or devmap in EF, you are running both the client and the server. If you're running in PURE mode, and the map you're trying to load does not exist in a .pk3 file in your baseef folder, the game will think it is not there at all. Type /sv_pure 0 in the console to go into unpure mode.

ERROR: safe_malloc failed on allocation of 71058624 bytes Set com_hunkmegs to half your RAM, exit the game normally (don't type /quit), and load it up again.

ERROR: SV_SetBrushModel: NULL The map has some brush ents which are only one unit thick (paper thin). I'm not sure what the minimum thickness is supposed to be, but it apparently needs to be thicker than one unit. You may also get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush.

ERROR: WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded This error often occurs when there are just too many vertices on a brush. Look for long, thin brushes and clip them (Shift-Enter) into multiple brushes to get rid of the error.

Fatal: empty .aas link Heap You have a very complex structure in your map that is causing problems for the bots.

FloatPlane:bad normal Caused by faulty vertex manipulation. You'll know it when you're trying to move a vertex and the brush suddenly "disappears." Hit undo if this happens. Delete the brush from the map if you've already run into the error during the compile process.

Leaf has too many portals A leaf is a leaf-node, one of the leaves in the BSP tree that is used to store your map. Each leaf-node is a small convex volume of space within the player-space inside the map's outer hull. Each leaf-node in the tree has a set of faces, which are flat (planar) surfaces which form portals where they meet the faces of other Leaf-Nodes in the map. This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets. Leaf-Nodes are created at the first q3map compile stage when the BSP Tree is generated. Put simply, the compiler arbitrarily splits the inside space of the map up into convex sections, using the faces of the brushes in the map to split along. To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as "detail" (Ctrl+M with selected brushes). To force a split in the map, you can use a Hint brush, which is an invisible nonsolid brush which only q3map can see and use (Hint brush = axial brush with all faces common/hint).

LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported You�re trying to use a .jpg in a shader script. All shader scripts call for .TGA textures, even though the actual texture may, in fact, be a .jpg. If the shader script is correct and you're still getting the error, then it means that you have saved the textures as progressive .jpgs. You've seen these on some web sites, where the picture is downloaded in phases, showing increasingly detailed versions of the entire image. The Q3 rendering engine cannot render these textures. You must save the .jpgs as baseline optimized.

MatchToken( "(" ) failed at line xxx You have an error in a custom shader. Most likely you forgot to close out a final shader stage or you have two brackets instead of one.

Passage Portal Flow (23940) You've got some complex brushes that are creating tons of portals. eg) spikes at the bottom of a pit. Make them detail so that vis ignores them during the compile.

SetQdirFromPath: no 'STARTR~1' in c:stvefbaseef/maps/mymap.map This happens when you install EF to a non-default location. Open up BaseEFscriptsEF.qe4 in notepad and change all "startr~1~quot; to "stvef"

SHADER_MAX_VERTEXES hit in FillCloudySkySide() A sky shader can't have more than 2 layers in the shader script.

Textures/dirpath/texturename had odd vertex count autosprite2 shader You�re implementing a shader script that uses vertex deformations that are greater than the size of the brush you�re using it on.

WARNING: Couldn't find image for shader noshader This error is harmless and can be ignored.

WARNING: light grid mismatch Can mean you havent done the part of the light compile possibly due to a leak or other error, which has resulted in full bright in map and that error message, so check for leaks and other errors, or run a full compile if you forgot to run the light part and had full bright light.

WARNING: MAX_FACE_POINTS EXCEEDED: 65 This error seems to be similar to MAX_POINTS_ON_WINDING.

WARNING: Node without a volume / Node with unbounded volume / node has 0 tiny portals An infinite brush, usually caused by bad vertex or edge manipulation. Use Bob Toolz' brush cleanup to get rid of it.

WARNING: ProjectSurfaceLightmap: Chose a 0 valued axis You may have capped a cone, in which case you need to delete the cap. This error has been reported on maps that don't even have cones.

Warning RE_Add Poly To Scene: Null Shader Usually an error with a shader which you need to find, it can prove difficult, you have to move custom pk3 files one by one into a temp folder and then see if you still get the error, when you dont get the error you will know what pk3 file to look in and look for the broken shader you have made.

My bots just stand there in my map and don't move or do anything untill I walk by them Download q3map2toolz and run bspc with that. make sure you check the -forcesidesvisible box. Using -forcesidesvisible will solve your problem, however, it will also increase the size of your aas file and take longer to compile.

List 2 with possible duplicates

              • leaked *******

A leak is just that, a hole in your map. Think of it as a submarine, if the hull around the submarine isn't completly sealed from the water outside (the void for maps) it would sink like a rock. It's the same for a map, if the map isn't completly sealed from the void, the bsp process wont generate a portal file (*.prt) which is needed by the vis process (q3me)

Bad Index in Triangle Surface This error is related to terrain. The most likely cause is because of improperly removing triangles or parts of triangles using CSG subtract.

Can�t find spawn point Your map most likely doesn't have an info_player_start.

Can't find map maps/mapname.bsp This could be one of a few things. Your map could have a leak which caused the .bsp to never be created during the compile, for some other reason the map isn't in the maps folder, or you didn't start your map by typing /sv_pure 0 and /devmap mapname in the console.

cg_ParseSpawnVars:EOF without closing brace This is talking about your script and is fairly descriptive. It means that you left out a closing brace "}" in your map's script. Make sure that each "{" has a "}" to close it.

Chose a 0 valued axis This error occurs when you try to cap a cone. The problem is that the top of the cone gets a 0*0 cap. Remove the top cap of that cone.

Couldnt find image for shader textures/xxx/terrain_0" This error occurs during the compile if you have terrain. It can be disregarded.

DispatchBSPCommand failed with a COM exception This is a Q3Build/GtkBuild error. The .dll must be put in the plugins directory, and you must be using a version of xxBuild that is compatible with the editor. (QER)

Entity x, Brush x: duplicate plane First, entity x and brush x 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 x: 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 x, Brush x: origin brushes not allowed in world This error is caused by having an origin brush in your map without having it tied to an entity such as a func_rotating or func_rotating_door.


Fatal: empty .aas link Heap You have a very complex structure in your map and it's causing problems for the bots. (QER)

FloatPlane:bad normal Caused by faulty vertex manipulation. You'll know it when you're trying to move a vertex and the brush suddenly "disappears." Hit undo if this happens. Delete the brush from the map if you've already run into the error during the compile process. This can also be caused by several other situations. Back up your map and run bobtoolz brush cleanup on it. 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)

Got to split the buffer This is memory related. Chances are your map is far too complex or there are brushes in your map that have issues. Try running Bobtoolz brush cleanup on your map. Also check your VIS data size. If it's high try utilizing detail brushes.

Leaf has too many portals This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets. To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as "detail" (Ctrl+M with selected brushes). To force a split in the map, you can use a Hint brush, which is an invisible nonsolid brush which only q3map can see and use (Hint brush = axial brush with all faces common/hint). (Courtesy SmallPileofGibs) (QER)

Line xxx is incomplete This can be caused by a custom shader that is missing parameters. Where xxx = the offending line in your shader.

MatchToken( "(" ) failed at line xxx You have an error in a custom shader. Most likely you forgot to close out a final shader stage or you have two brackets instead of one. Where xxx = the offending line in your shader.

MAX_VISIBILITY_EXCEEDED In most cases this means that your VIS data size has gotten too big. To reduce the size of your VIS data size utilize detail brushes more efficiently.

MAX_SURFACE_VERTS VERTS (VERTICES), means you've got a lot of patches and curves. If this is the case, try deleting some of them and go for a less ambitious design. (QER) This is very similar to the MAX_POINTS_ON_WINDING error, though i think it applies to patches instead of brushes, i.e. you have too many control points (djbob)

MAX_MAP_LIGHTGRID You have too many lights in your map. In the worldspawn enter key lightgrid and for the value, 64 64 64. Infinite brushes can also cause this error. (QER) Nothing to do with the number of lights. It is the size of the lightgrid. A lightgrid brush is another plausable solution (SCDS_reyalP)

MAX_FACETS during vlight (maxfacets >= 65XXX) You�ve got too many spheres and/or cones in your map. The maximum number of facets allowed is 65,535. (QER)

MAX_PATCH_PLANES The visible brush face is being split too many times. Extra vertex points are created by q3map on visible face edges, where they are split by other visible face points (corners, or vertices). So if you have too many visible face points touching the edges of another face, that particular face will be split many times and have many vertex points. (QER)

MAX_MAP_BRUSHSIDES It means too many TOTAL brush sides in your map. The solution is to reduce the TOTAL number of brush sides (SCDS_reyalP)

MAX_MAP_LIGHTING This error message means that you have too many lightmaps in your map. 1. Try adding surfaceparm nolightmap to your terrain's shader. 2. Try adding the following order to your environment box- or sky- shader: q3map_lightsubdivide 256. 3. Reduce the light emitting surfaces like environment/skybox, lamps or the number of simple light entities. 4. Increase the sizes of surfaces/planes with vertex lighting. You can do so by using surfaceparm nolightmap. (QER)

MAX_SUBMODLES Reduce the number of 'brush' entities to under 255. (QER)

ParseEntity: { not found Get Last Error() = 0 - 0 An unrecoverable error has occurred. No Information on this.

RE_LoadWorldMap: maps/test.bsp not found Quake3 defaults to PURE SERVER mode, and will not let the client game see anything not in a .pk3 file that has been CRC checked against the server's copy of the same .pk3 file. When you load a map with map or devmap in Q3, you are running both the client and the server. If you're running in PURE mode, and the map you're trying to load does not exist in a .pk3 file in your baseq3 folder, the game will think it is not there at all. (Courtesy SmallPileofGibs) (QER)

SetQdirFromPath: no 'quake' in G:/Q3A/baseq3/maps/mymap.map The word �quake� is not in the path. Change the dir name from �Q3A� to �quake�. (QER)

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)

SV_SetBrushModel: NULL You may get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush.

Textures/dirpath/texturename had odd vertex count autosprite2 shader You�re implementing a shader script that uses vertex deformations that are greater than the size of the brush you�re using it on.

Texture not found for shader: path/texturename Your shader is pointing towards a texture that doesn't exist or is in a different location.

WARNING: bad PointToPolygonFormFactor: [float] You�ve got a mesh too close to the sky box. (QER) You have a curve patch with at least one dimension larger than 512 units. This is not a fatal error, but may cause lighting artifacts on the curve. This error may not have to affect your map at all but if you see some strange light effects on one of your curve patches try to create that curve patch with several smaller patches. (q3me)

WARNING : Couldn't find image for shader noshader This error is harmless and can be ignored.

WARNING: entity x, brush x: microbrush This is an extremely small brush. Remove it from your map. Locate it by using the entity and brush numbers.

WARNING: Node without a volume / node has 0 tiny portals An infinite brush. Delete it. The latest build of GtkRadiant has a debug tool that can help the mapper track down infinite brushes. Go to the BSP menu and select No_Vis (No light). After the compile process, a window will open up--assuming you've got bad brushes--and the first brush in the list will be selected and visible in the Z-Window. Merely press Backspace to delete this brush and repeat the No_Vis process. Or, you can use the Find Brush command (Misc menu) to find and then delete those bad brushes.

WARNING!: node with unbounded volume! This happens usually in vertex manipulation and the vertex flies 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)

WARNING: shader [shader name] has lightmap but no lightmap stage One of your custom shaders has a lightmap but no lightmap stage. The surfparam nolightmap should rid you of the error message. Or, add a lightmap stage: (q3me)

{ map $lightmap blendfunc filter rgbgen identity }


WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded There are too many vertices repeating themselves along a single axis. This can be caused by ladders. It can also mean you have a "brush side polygon" somewhere with more than 64 corner points. The ladder case specifically has to do with T junctions (SCDS_reyalP)

Additional

WARNING: Unknown q3map_alphaMod method: dotproduct2 This error is a shader error in another PK3. Just get rid of the PK3 or fix the shader. (no surfaceparms in shader code)


WARNING: Flipped Triangle ...... IF you get a ton of these warnings during BSP. AND you get a crash on VIS (probably MAX VISIBILITY EXCEEDED) OR LIGHT crashes with an error (can't remember what the typical one is)... AND you have BRUSH (not model) terrain in your map...

You need to caulk all sides of ALL brushes in your terrain except for the top surfaces. You probably have terrain on all sides of all brushes. Have fun updating those textures. My advice is to caulk it all, then select large groups of the top sides at once, apply the terrain texture, save, select another bunch, apply, save, rinse, repeat as necessary.