******* leaked *******
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Explanation:
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.
Solution:
Open up Q3Radiant, load your map and click on the menu File->PointFile. Some red bold lines will appear in the map. If you follow these lines you will find the leak. By pressing k+shift+ctrl you will se the next leak spot if any.
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WARNING: Couldn't find image for shader noshader
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Explanation:
This message are just telling you that Q3map can't find images for that shader. The reason is that it ain't there no more. Somebody at id decided not to use the shader and removed the image file to save space in the game distribution.
Solution:
Simply ignore that error.
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WARNING: Couldn't find image for shader flareShader
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Explanation:
This message are just telling you that Q3map can't find images for that shader. The reason is that it ain't there no more. Somebody at id decided not to use the shader and removed the image file to save space in the game distribution.
Solution:
Simply ignore that error.
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WARNING: Couldn't find image for shader [shader name]
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Explanation:
One of your custom shaders has a map shader parameter with an incorrect path to a texture.
Solution:
Check your custom shaders for the incorrect path.
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WARNING: shader [shader name] has lightmap but no lightmap stage
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Explanation:
One of your custom shaders has a lightmap but no lightmap stage.
Solution:
The surfparam nolightmap should rid you of the error message. Or, add a lightmap stage:
{
map $lightmap
blendfunc filter
rgbgen identity
}
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MatchToken("{") failed at line [line number]
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Explanation:
As you probably know, brackets are used ({ and }) in both the *.map file and the *.shader file for separating different brushes and shaders apart. When q3map is reporting this error it means that a starting bracket ({) is missing in your map file or your shader file. This error message can also occur if you have forgot to add a shader name to one of your custom shaders.
Solution:
Depending on what you did last; open up the map file or the custom shader file in notepad and look for a missing starting bracket. If you find any missing brackets, add it and save your file.
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Entity [entity number] Brush [brush number]: mixed face contents
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Explanation:
This message will occur if you have textured a brush with more than one texture, for example if you have made a flag and used the common/nodraw texture on five of the six faces of the brush.
Solution:
Ignore this error, it's a relic from quake2 and will not affect your map.
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Unknown surfaceparm: "nomipmaps"
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Explanation:
This shader parameter was removed by Id software before the release of Q3A. But they forgot to remove some of the nomipmap parameters from the shader scripts.
Solution:
Simply ignore that error.
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SetQdirFromPath: no 'quake' in [quake path]
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Explanation:
You need to have the word "quake" in your path or Q3Map wont work.
Solution:
Reinstall Quake 3 Arena to a path with the name quake inside. Eg: "c:\games\quake3"
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LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported
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Explanation:
This message occurs when Q3A are expecting a type 2, 3 or 10 .tga image and it finds a jpeg or a .tga image type not supported by Q3A.
Only 24 bit or 32 bit tgas is supported by Q3A.
Targa can hold at least six different types of image data:
1 - uncompressed colormapped(indexed)
2 - uncompressed true color
3 - uncompressed gray
9 - RLE colormapped
10 - RLE true color
11 - RLE gray
Only 2,3, and 10 are used by Q3A.
Solution:
If you are using custom textures: check that you have saved them in either 24 bit or 32 bit colors.
Custom shader scripts with the \"qer_editorimages\" shader parameter must use a .tga image.
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WARNING: fog brush [brush number] has multiple visible sides
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Explanation:
It means exactly what it says. You can only "see" into a fog brush on one of its six faces. You must have another face touching air somewhere
Solution:
Well I don't really want to contradict an id official, but I've had some success connecting 2 fog brushes together.
Simply give the touching brush faces the /common/nodraw texture and ignore errors when the map compiles, everything looks fine.
One problem though, you can't layer fog. It seems to have problems if the nodraw surface is on the top of the brush.
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Error opening [map filename]: No such file or directory
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Explanation:
Q3Map could not find your file.
Most likely cause of bsp erroring out is that you have specified an incorrect path to your map file.
Most likely cause of vis or light erroring out is that you have a leake inside your map or you haven't compiled the BSP tree before vis and light.
Solution:
Open Q3Radiant and load the pointfile, if Q3R shows some read lines in your map you have a leak. Seal of the leak and compile your map again.
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illegal operation
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Explanation:
It has nothing to do with your system. You most likely have a huge problem with your map, or even something simple that is causing it to perform an illegal operation.
Solution:
My advice is to look at your map very carefully and find any errors that you might have missed.
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areaportals only allowed in world
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Explanation:
You have probably made an areaportal for a door, you cloned the door brush but forgot to "ungroup entity" on the cloned brush when making it into an areaportal. So basically your areaportal is a door entity.
Solution:
Check your areaportals and fix the problem.
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WARNING: bad PointToPolygonFormFactor: [float]
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Explanation:
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.
Solution:
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.
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MAX_BUILD_SIDES
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Explanation:
There's most likely a brush in your map with too many sides.
Solution:
Find very complex brushes in your map and break them up into several less complex brushes.
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File write failure
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Explanation:
This error can occur when the visdata size is to big. With proper use of detail brushes even a VERY large map shouldn't need to go above 1mb visdata or 8,000 numportals.
Solution:
Try to make as many structural brushes to detail brushes, use caulk and hint textures. This will help you reduce the visdata size. Warning! Do not make the hull to the void as detail brushes or your map will leak.
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LoadPortals: couldn't read [.prt file]
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Explanation:
The *.prt is a portal file or better known as the vis file. The vis file are created by the bsp process and used by the vis process. The vis process defines whats visible from every cordinate within your map. If you have a leak inside your map (which you probably have) the bsp process will not write a portal file. If the vis process can't find a *.prt file, it can't define the visible areas and will abort with this message.
Solution:
Open up Q3Radiant, load your map and click on the menu File->PointFile. Some red bold lines will appear in the map. If you follow these lines you will find the leak. By pressing k+shift+ctrl you will se the next leak spot if any.
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WARNING: Leaf portals saw into leaf
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Explanation:
Here's a explanation written by SmallPileofGibs in the Level Editing forum at www.quake3world.com:
This is caused by creation of a leaf-node with an angled face-plane, which is split into more than one portal. Portals are the surfaces of a leaf-node, stored as floating point numbers. Tiny innacuracies can cause two planar portals from the same leaf not to be stored as perfectly planar, so part of that leaf is able to see itself (not supposed to happen because leafs are convex). This can cause HOM in some cases - I think it may be related to the infamous "vis bug".
The angled portals are usually created when you have a non-axial brush face or a non-axial hint brush. Most of the time the angled portals cause no error, and even when they do the error causes no problem. If you see a HOM it may be caused by this tho.
The angled portals are usually created when you have a non-axial STRUCTURAL brush face (including hint brushes, NOT including curves or detail brushes).
Note: an axial plane is a plane parallel to the plane X=0 ,Y=0 or Z=0. i.e. a plane which looks like a line when seen from two sides in the 2d view, while facing the third view head-on.
Note: For a more in depth explanation of this error visit: http://users.net66.com/~gdewan/bspdesc/bspdesc.html
Solution:
Make the non-axial brush detail or remove the non-axial hint brush.
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AAS_CheckArea: area [area number] face [face number] is flipped
AAS_CheckArea: area [area number] center is [float] [float] [float]
AAS_CheckFaceWindingPlane: face [face number] winding plane unequal to face plane
AAS_CheckFaceWindingPlane: face [face number] winding reversed
area [area number] face [face number] flipped: front area [number], back area [number]
area [area number] face [face number] is tiny
face [face number] and [face number], same front and back area but flipped planes
AAS_SplitFace: tiny back face
AAS_SplitArea: front area without faces
AAS_SplitArea: back area without faces
gsubdiv: area [area number] has a tiny winding
AAS_TestSplitPlane: tried face plane as splitter
found [number] epsilon faces trying to split area [area number]
AAS_SplitArea: front area without faces
AAS_GetFace: face [face number] had degenerate edge [number]-[number]
AAS_GetFace: face [face number] was tiny
***** area [area number] is a cluster portal [number]
WARNING: huge winding
bogus brush after clip
split removed brush
split not on both sides
two tiny brushes
possible portal: [number]
portal [portal number]: area [area number]
portal using area [area number] is seperating more than two clusters
portal area [are number] has no front cluster
portal area [are number] has no back cluster
WARNING: CM_GridPlane unresolvable
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: bevel plane already used
area not grounded
trigger_multiple model = "[string]"
trigger_multiple model = "[string]"
pos2[2] = [float] pos1[2] = [float]
platbottom[2] = [float] plattop[2] = [float]
found a trigger_push with velocity [float] [float] [float]
AAS_TraceBoundingBox: stack overflow
AAS_TraceAreas: stack overflow
AAS_LinkEntity: stack overflow
MergeWindings: degenerate edge on winding [float] [float] [float]
Warning: MergeWindings: front to back found twice
FindPlaneSeperatingWindings: winding1 non-convex
FindPlaneSeperatingWindings: winding2 non-convex
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Explanation:
Level designers should not worry too much about these messages and/or warnings. The things reported are non fatal and won't cause any major problems. Some of the messages are just debug left overs.
Solution:
Simply ingore these errors.
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WARNING! HashVec: point [float] [float] [float] outside valid range
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Explanation:
From the Q3Radiant manual:
Currently all the contained area of a Quake III Arena map should fall within the bounds (8192, 8192, 8192) - (-8192, -8192, -8192) for the bspc tool to compile. These are the same bounds as the Q3Map compilers.
Note:
This is to my knowledge not completly true, it's a limit of Bspc and not the q3map tool. Anyway what it really means is that you have a part of the map that isn't within these bounds.
Solution:
Try to move your map more to the center of the grid in your map editor. If this doesn't help you will have to redo the part thats causing the error.
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trigger_push start solid
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Explanation:
The trigger_push start point is in solid.
Solution:
Try making the trigger_push brush a bit larger or move it around a bit.
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trigger_push without target entity
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Explanation:
Could not find the target entity of the trigger_push with the specified target field. You have not added a target entity or not added a targetname field to the entity.
Solution:
Check your trigger_push entities so that they are connected to an entity.
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trigger_push without time
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Explanation:
trigger_push entity found without "time" field.
Solution:
Check your trigger_push entities and add the missing "time" field.
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trigger_multiple not in any jump pad area
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Explanation:
A trigger_push entity was found not to be in any valid jumppad area (the message states trigger_multiple but it should have been trigger_push).
Solution:
Try making the trigger_push brush a bit larger or move it around a bit.
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trigger_push not in any jump pad area
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Explanation:
A trigger_push entity was found not to be in any valid jumppad area.
Solution:
Try making the trigger_push brush a bit larger or move it around a bit.
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trigger_multiple at [float] [float] [float] without target
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Explanation:
A trigger_multiple was found at the given coordinates without a "target" field.
Solution:
Add a target field to the trigger_multiple at the given coordinate.
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target_teleporter without target
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Explanation:
A target_teleporter entity was found without target field.
Solution:
Check your target_teleporter entities so that they are connected with a trigger_teleport.
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trigger_teleport at [float] [float] [float] without target
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Explanation:
A trigger_teleport was found at the given coordinates without a "target" field.
Solution:
Check your trigger_teleport entities so that they are connected to a target_teleport entity.
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teleporter without misc_teleporter_dest
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Explanation:
The destination of a teleporter with specified "target" field could not be found.
Solution:
Something has gone very wrong with that misc_teleporter_dest, if you can't find the entity in Q3Radiant you will have to open up the map file and remove the entity manually.
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teleporter destination [string] in solid
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Explanation:
A teleporter_destination with the specified "targetname" field was found to be in solid.
Solution:
Check your teleporter_destination entities and move it so it's not inside the solid brush.
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teleported into slime or lava at dest [string]
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Explanation:
A player would be pushed into slime or lave at the teleporter_destination with the specified targetname.
Solution:
Check your teleporter_destination entities and move it so it's not inside the slime or lava brush.
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trigger_multiple not in any area
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Explanation:
A teleporter trigger was found not to be in any valid area.
Solution:
Try moving the trigger around a bit.
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func_plat without model
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Explanation:
A func_plat entity was found without model field.
Solution:
I'm not sure about this error at all, a func_plat must not have a model attached to it?
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func_plat with invalid model number
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Explanation:
A func_plat entity was found with the model field set to some invalid number.
Solution:
Check your func_plat entities for the "model" field with the invalid number.
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func_bobbing without model
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Explanation:
A func_bobbing entity was found without model field.
Solution:
I'm not sure about this error at all, a func_bobbing must not have a model attached to it?
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func_bobbing with invalid model number
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Explanation:
A func_bobbing entity was found with the "model" field set to some invalid number.
Solution:
Check your func_bobbing entities for the "model" field with the invalid number.
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[class name] in solid at ([float] [float] [float])
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Explanation:
An item with the specified classname was found to be in solid at the given coordinates.
Solution:
Move the item (entity) out of the solid.
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empty aas link heap
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Explanation:
Some part of the map has some rather complex clipping.
Solution:
Reduce the geometric complexity or use clip brushes to reduce the clipping complexity.
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too many entities in BSP file
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Explanation:
There are too many entities in the bsp file.
Solution:
You'll have to reduce the number of entities.
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error opening [filename]
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Explanation:
Could not create a new AAS file. Hard disk might be full.
Solution:
Free up some hard disk space.
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error writing lump [filename]
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Explanation:
Could not write an AAS lump to file. Hard disk might be full.
Solution:
Free up some hard disk space.
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