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Date: Fri, 27 Mar 1998 14:24:54 -0800
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To: ct005@freenet.carleton.ca
Subject: Re: QBSP errors (Quake1)
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Welcome to QBSP hell! Myself and several others who post to this group have
experienced the CutNodePortals mystery. I finally overcame the warning in my
map by making a relatively minor change -- lengthened a hallway slightly and
changed the direction which it attached to the room. The strangest thing is, I
could have changed, perhaps just as slightly, several other totally unrelated
parts of the map! That is, all the parts of the map in various combinations
would compile without any problem, but the entire map put together would give
the warning. So if you're looking for "something wrong" it's pretty much
hopeless. What I did was using Visgroups in WC, I compiled as many parts of the
map as I could before getting the warning, then subtracted a part and added a
different part until through a long process of elimination I narrowed my
options down to three or four potential areas to change, went for the easiest
of those, and it somehow worked, maybe just luck. The thing still takes an
unusually long time to QBSP, but that could be my old p100 with 24meg ram.

Cirdan uses a similar approach:

>   I was able to cure my problem by backing up my map to a
> safe place.  Then start deleting things and compiling after each deletion.
> After I found the offending part of the map I deleted just it out of my a
> copy of my back up and again seen if it would compile correctly, if it did I
> just redrew the offending part and it compiled correctly.  In Quark, it
> seems that if you violate the "Border Walls", by which I mean have an inner
> wall stick into a Border Wall, QBSP doesn't like it.  I don't know about the
> other map editors.  This process worked for me and stopped me from having to
> redraw the whole thing, just remember to back it all up first.
>
Other suggestions:
Put your map in a big hollow box. (I didn't try that one.)
Ignore it, it's only a warning -- but I had no .prt file so I couldn't VIS!
An area in you map that there is no way to get to -- I haven't actually tested
this, but I am pretty sure that's not the problem.

If you get rid of the warning it might help with your other errors (no
promises).
Good luck, let us know how it turns out.

ct005@freenet.carleton.ca wrote:

> I just compiled my level, and QBSP is giving me the *wierdest* errors.
>
> ----- portalize -----
> WARNING: CutNodePortals_r:new portal was clipped away
>
> and now I've got leaks, and an other error later on with vis:
>
> Leaf portals saw into leaf
>
> Wazzat mean? Does anybody know how to fix it? I'm using Worldcraft, if that
> makes any difference.
>
> Thanks,
> Sailor Squasher
>
> -----== Posted via Deja News, The Leader in Internet Discussion ==-----
> http://www.dejanews.com/   Now offering spam-free web-based newsreading



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<HTML>
Welcome to QBSP hell! Myself and several others who post to this group
have experienced the CutNodePortals mystery. I finally overcame the warning
in my map by making a relatively minor change -- lengthened a hallway slightly
and changed the direction which it attached to the room. The strangest
thing is, I could have changed, perhaps just as slightly, several other
totally unrelated parts of the map! That is, all the parts of the map in
various combinations would compile without any problem, but the entire
map put together would give the warning. So if you're looking for "something
wrong" it's pretty much hopeless. What I did was using Visgroups in WC,
I compiled as many parts of the map as I could before getting the warning,
then subtracted a part and added a different part until through a long
process of elimination I narrowed my options down to three or four potential
areas to change, went for the easiest of those, and it somehow worked,
maybe just luck. The thing still takes an unusually long time to QBSP,
but that could be my old p100 with 24meg ram.

<P>Cirdan uses a similar approach:
<BLOCKQUOTE TYPE=CITE>
<PRE>&nbsp; I was able to cure my problem by backing up my map to a
safe place.&nbsp; Then start deleting things and compiling after each deletion.
After I found the offending part of the map I deleted just it out of my a
copy of my back up and again seen if it would compile correctly, if it did I
just redrew the offending part and it compiled correctly.&nbsp; In Quark, it
seems that if you violate the "Border Walls", by which I mean have an inner
wall stick into a Border Wall, QBSP doesn't like it.&nbsp; I don't know about the
other map editors.&nbsp; This process worked for me and stopped me from having to
redraw the whole thing, just remember to back it all up first.</PRE>
</BLOCKQUOTE>
Other suggestions:
<BR>Put your map in a big hollow box. (I didn't try that one.)
<BR>Ignore it, it's only a warning -- but I had no .prt file so I couldn't
VIS!
<BR>An area in you map that there is no way to get to -- I haven't actually
tested this, but I am pretty sure that's not the problem.

<P>If you get rid of the warning it might help with your other errors (no
promises).
<BR>Good luck, let us know how it turns out.

<P>ct005@freenet.carleton.ca wrote:
<BLOCKQUOTE TYPE=CITE>I just compiled my level, and QBSP is giving me the
*wierdest* errors.

<P>----- portalize -----
<BR>WARNING: CutNodePortals_r:new portal was clipped away

<P>and now I've got leaks, and an other error later on with vis:

<P>Leaf portals saw into leaf

<P>Wazzat mean? Does anybody know how to fix it? I'm using Worldcraft,
if that
<BR>makes any difference.

<P>Thanks,
<BR>Sailor Squasher

<P>-----== Posted via Deja News, The Leader in Internet Discussion ==-----
<BR><A HREF="http://www.dejanews.com/">http://www.dejanews.com/</A>&nbsp;&nbsp;
Now offering spam-free web-based newsreading</BLOCKQUOTE>
&nbsp;</HTML>

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