t u t o r i a l s


QBSP3 Errors

if you have any answers to these errors or have errors to add then please email us.


  • 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 whole in your map. Your map must be completely closed. Most editors come with leaking finding tools.
  • bad planenum
  • Tried parent
  • PSIDE_FACING with splits
  • 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
  • draw_socket failed
  • Couldn't open
  • 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
  • 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. Look here for a list of all the options
  • Tried to invoke command line that wasnt valid
      you ran qbsp3 with an unknown option. Look here for a list of all the options
  • usage: qbsp3 [options] mapfile
      you need to specify the map file to compile. Check here for all your options
  • 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
  • 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
  • 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






  • f e a r
    HTML Design, original concept of rust by Shane 'Fishman' Sherman rust is © 1998 by Shane 'Fishman' Sherman and Martin Ka'ai Cluney(GrrandMaMa). Quake and Quake2 are trademarks of id software. All rights reserved.