Taken from The QuakeLab: Editing website
http://www.planetquake.com/quakelab/
Used by kind permission of Steve Fukuda

                               [The QuakeLab]
              [Compiling and Editing Problems and Solutions]

            [Editor] [BSP]  [Light] [VIS]  [Startup] [Gameplay]

                           Modified August 4, 1997
|-----------------------------------------------------------------------------|
|Problem                                |Solution                             |
|---------------------------------------|-------------------------------------|
|                                       |QBSP thinks that no entity in the    |
|                                       |map file is actually outside of a    |
|                                       |brush. This can be from two main     |
|                                       |factors (that I'm aware of): The     |
|                                       |"worldspawn" entity may have an      |
|                                       |"origin" key which confuses QBSP     |
|                                       |(this is caused by some versions     |
|                                       |of Quest). If your map has an        |
|                                       |"origin" line in the "worldspawn"    |
|                                       |entity, delete it and the problem    |
|                                       |should go away. The error will       |
|no entity in empty space - no filling  |also occur when you actually don't   |
|will be performed                      |have any entities in empty space.    |
|                                       |This is usually caused by newbies    |
|- while compiling a level with QBSP.   |trying to make a single room map     |
|                                       |using a single cubic brush and       |
|                                       |putting the player start inside      |
|                                       |the brush (i.e. believing brushes    |
|                                       |are hollow rather than solid).       |
|                                       |When you receive this error, QBSP    |
|                                       |will not remove the exterior faces   |
|                                       |of the brushes of the level          |
|                                       |(meaning you'll have many more       |
|                                       |faces than necessary in the level    |
|                                       |which will make it slower) and       |
|                                       |will not generate either a .prt or   |
|                                       |a .pts file. - Alex Moon             |
|---------------------------------------|-------------------------------------|
|                                       |This error is caused when            |
|                                       |round-off error when converting      |
|                                       |brushes from a set of planes (as     |
|point off plane                        |stored in the .map file) to a set    |
|                                       |of points (used internally by QBSP   |
|- error message while compiling a      |and Quake) exceeds a pre-defined     |
|level with QBSP                        |constant. It can be safely           |
|                                       |ignored, and there are several       |
|                                       |versions of QBSP which have been     |
|                                       |compiled with the error removed.     |
|                                       |Use one of those. - Alex Moon        |
|---------------------------------------|-------------------------------------|
|                                       |You have too many faces on a         |
|-- Brush_LoadEntity ---                |single brush. The normal QBSP        |
|                                       |released by id has a limit of 16     |
|**** ERROR ****                        |faces per brush, which makes         |
|                                       |objects like spheres very            |
|AddBrushPlane: numbrushfaces ==        |difficult to create. However,        |
|MAX_FACES                              |there are several versions of QBSP   |
|                                       |(like QBSP256b), for which this      |
|- error message stopping compiling     |limit is much higher. These          |
|process with QBSP.                     |versions should also be just as      |
|                                       |fast and take no more memory than    |
|                                       |the original. - Alex Moon            |
|---------------------------------------|-------------------------------------|
|                                       |You have a water brush               |
|                                       |intersecting a slime brush or a      |
|                                       |water brush intersecting a lava      |
|                                       |brush or a water brush               |
|                                       |intersecting a sky brush or a        |
|                                       |slime brush intersecting a lava      |
|                                       |brush or a slime brush               |
|                                       |intersecting a sky brush or a lava   |
|                                       |brush intersecting a sky brush. -    |
|                                       |Alex Moon                            |
|---------------------------------------|-------------------------------------|
|                                       |This can also be caused by a brush   |
|                                       |that has a water, lava, or slime     |
|                                       |texture (ie: a 'liquid' brush) and   |
|                                       |a solid texture. For example, if     |
|                                       |it's lava, all the planes must be    |
|                                       |lava. Also, you can't mix the 3 in   |
|                                       |one brush, or touch H20 to Lava. I   |
|                                       |noticed this problem can occour      |
|                                       |when using the subtraction feature   |
|                                       |of most editors, and the brush       |
|                                       |used for subtraction is a liquid,    |
|                                       |i.e. I create a water brush, then    |
|                                       |use it to carve a hole out for my    |
|                                       |pool. You have to use a solid        |
|                                       |brush, then change it to a liquid    |
|                                       |after the pool has been cut out. -   |
|                                       |Joe Sunday                           |
|                                       |-------------------------------------|
|                                       |I'd placed a sky-textured box        |
|                                       |around my whole level, to create a   |
|                                       |"floating in misty space" effect.    |
|                                       |When later adding a "skill level     |
|                                       |selection" area, I placed it         |
|                                       |outside of this box, and             |
|                                       |immediately started getting the      |
|                                       |"Mixed Face Contents" error. I       |
|mixed face contents in leafnode        |originally thought it was due to     |
|                                       |the texturing problem already        |
|- error message while running QBSP,    |covered in the error list, but       |
|occurring during the --Solid BSP--     |nothing I did (including making      |
|phase and before the *.pts and *.prt   |everything the same solid texture)   |
|files are written.                     |fixed it. Finally I tried moving     |
|                                       |the whole area within the            |
|                                       |sky-textured box with the rest of    |
|                                       |the level (luckily there was a       |
|                                       |non-obtrusive place where I could    |
|                                       |tuck it away out of sight) and the   |
|                                       |error immediately went away.         |
|                                       | I recently was working on a DM map  |
|                                       |and suddenly started getting the     |
|                                       |"mixed face contents in leafnode"    |
|                                       |error. There were no places where    |
|                                       |I had two different liquid           |
|                                       |textures touching each other, nor    |
|                                       |was my map contained within one      |
|                                       |big box. After a couple of days of   |
|                                       |frustrating testing I narrowed it    |
|                                       |down to being caused by a stack of   |
|                                       |two octagonal rooms. Only one        |
|                                       |problem: I had made no changes to    |
|                                       |the stack, except to move            |
|                                       |it's horizontal position slightly,   |
|                                       |in the round of changes that the     |
|                                       |error started appearing in; prior    |
|                                       |to that, the rooms caused no         |
|                                       |problems. Applying a single solid    |
|                                       |texture to everything in the two     |
|                                       |rooms did not eliminate the error.   |
|                                       |Deleting either one of the two       |
|                                       |rooms didn't work; both had to be    |
|                                       |deleted before the error stopped.    |
|                                       |Changing the vertical axis           |
|                                       |position of the two did not          |
|                                       |eliminate the error. BUT -           |
|                                       |changing the horizontal axis         |
|                                       |position DID eliminate the error.    |
|                                       |- Sonya Roberts                      |
|                                       |-------------------------------------|
|                                       |This error is caused by the          |
|                                       |multiple WAD file system that        |
|                                       |Worldcraft uses. It goes "wad"       |
|                                       |"blah.wad blah2.wad etc", which      |
|                                       |QBSP256b is not meant to handle.     |
|                                       |When multiple WADs are used, the     |
|                                       |only way to go is to use the QBSP    |
|                                       |that comes with Worldcraft. - Tom    |
|                                       |Grandgent                            |
|---------------------------------------|-------------------------------------|
|                                       |This happened when I had my          |
|                                       |texture wad files in a deeply        |
|                                       |nested subdirectory, and is even     |
|                                       |more likely to occur when using      |
|                                       |more than one of them. Line 3 in a   |
|                                       |map file is where the location of    |
|Token too large on line 3              |the texture wads is defined, and     |
|                                       |if that line is too long, then       |
|- Message displayed upon running       |QBSP will not be able to handle      |
|QBSP256 before anything else is        |it. I moved them to a directory      |
|displayed - stops QBSP256 immediately. |called C:\Q and have not had a       |
|                                       |problem since. - Michael             |
|                                       |Holzmeister                          |
|                                       |-------------------------------------|
|                                       |There is a another reason why you    |
|                                       |can receive this error. It occurs    |
|                                       |when you've added a long message     |
|                                       |(longer than 128 characters) to an   |
|                                       |entity, using the \n for line        |
|                                       |breaks, and you attempt to run       |
|                                       |QBSP256B on it to build the bsp      |
|                                       |tree. Solution: Use another QBSP     |
|                                       |or the newer, modified QBSP256b      |
|                                       |(named qbsp256.exe) - Shawn Holmes   |
|                                       | (ed. Or use the newest QBSP256c.)   |
|---------------------------------------|-------------------------------------|
|                                       |This error occurs when you create    |
|                                       |a room or space which is in no way   |
|                                       |connected to the rest of the         |
|                                       |level, not by a hall, door or even   |
|                                       |a teleport destination. In other     |
|                                       |words, a nonleaking place where a    |
|                                       |player can't ever reach. Apart       |
|                                       |from giving you this info the .bsp   |
|                                       |file will be just fine (provided     |
|                                       |there are no other errors). - Paul   |
|                                       |Steffens                             |
|                                       |-------------------------------------|
|                                       |This cannot be ignored; although     |
|                                       |the map may compile fine, perhaps    |
|                                       |even compile fine for several        |
|                                       |future revisions of the map, it      |
|                                       |can lead to problems in the "fill    |
|                                       |outside" section of QBSP - you'll    |
|                                       |eventually get an "Entity reached    |
|                                       |at ... " error, enclosed in          |
|                                       |exclamation points, with the         |
|                                       |message stating that no filling      |
|                                       |was performed. The entity that has   |
|                                       |caused the leak under normal         |
|                                       |circumstances is usually outside     |
|                                       |the map; (it can be traced using     |
|                                       |the x, y, z coordinates that QBSP    |
|                                       |will give) however with the          |
|                                       |"cutnodeportals_r" warning, it may   |
|                                       |actually think an entity which is    |
|                                       |fully contained within the map is    |
|                                       |causing the leak! Deleting the       |
|                                       |offending entity does not solve      |
|                                       |it; QBSP will think any entity is    |
|                                       |causing a leak.                      |
|                                       | CutNodePortals_r warning is         |
|                                       |usually related to poorly-fitting,   |
|                                       |densly-packed brushes that are       |
|                                       |usually in a complex arrangement;    |
|                                       |I got the error when I used BSP's    |
|                                       |"sphere" creator, using even very    |
|                                       |minimal numbers of brushes to        |
|                                       |construct the sphere. The brushes    |
|                                       |making the sphere didn't quite fit   |
|                                       |together correctly; deleting the     |
|                                       |sphere elimated the warning and      |
|                                       |filling was able to go through       |
|                                       |successfully. I replaced the bad     |
|                                       |sphere with a sphere made from       |
|                                       |THRED. With this sphere the map      |
|                                       |compiled fine, even though this      |
|                                       |new sphere had just as many          |
|                                       |brushes as the BSP version. - Chad   |
|                                       |Moore                                |
|                                       |-------------------------------------|
|                                       |What I believe is happening (this    |
|Warning: CutNodePortals_r:newportal    |is an educated quess, based on my    |
|was clipped away                       |knowledge of Quake, and our own      |
|                                       |render engine) is this: as the BSP   |
|- warning message while compiling with |tree is created, it divides every    |
|QBSP, no *.PRT file is generated, and  |area into a convex leaf. Between     |
|on larger areas, the lower part of the |each of these leafs is a "portal",   |
|screen becomes garbled.                |which is used to calculate the       |
|                                       |view into that node (convex leaf,    |
|(Ed. This is getting out of hand....   |or cell). When VIS does it's         |
|:) Thank goodness I haven't run into   |magic, it goes through each of       |
|this one...                            |these cells and determines which     |
|                                       |cells are visible from the current   |
|                                       |cell. If you get this error in       |
|                                       |QBSP, I believe it means an area     |
|                                       |has been created, and then gets      |
|                                       |cut away from the mesh by another    |
|                                       |area... - Jason Booth                |
|                                       |-------------------------------------|
|                                       |It's sometimes affected by the       |
|                                       |editor, if you just extend walls     |
|                                       |by copying them and placing em       |
|                                       |right next to each other so          |
|                                       |they're in line, you will get this   |
|                                       |message. I think the brushes get     |
|                                       |cut at nodes where they cross each   |
|                                       |other as points - if you extend      |
|                                       |walls in this way, you'll end up     |
|                                       |with lines, not dots (nodes), and    |
|                                       |thus problems will arise... - Tan    |
|                                       |Sian 'Bubbah' Yue                    |
|                                       |-------------------------------------|
|                                       |This is a precision error. It        |
|                                       |shouldn't cause any problems in      |
|                                       |the maps... just means that your     |
|                                       |editor is outputting something       |
|                                       |funky. - American McGee as quoted    |
|                                       |by Jason (Loki)                      |
|                                       |-------------------------------------|
|                                       |Many people have complained about    |
|                                       |the cut node portals problem. I've   |
|                                       |found it to be a pain as well. I     |
|                                       |believe the problem to be with the   |
|                                       |accuracy of the map editors.         |
|                                       |However, if you just can't seem to   |
|                                       |seal up the leaks, place a big box   |
|                                       |around your map. It doesn't really   |
|                                       |seem to hurt performance. You'll     |
|                                       |still get the warnings, but you      |
|                                       |wont have any leaks in you map. -    |
|                                       |Paul McKinney                        |
|                                       |-------------------------------------|
|                                       |Even though the .map format          |
|                                       |exclusively defines its geometry     |
|                                       |by planes, the quake engine cant     |
|                                       |use that. It has to be converted     |
|                                       |to polygons of some form. Once a     |
|                                       |polygon that possibly fits the       |
|                                       |plane has been produced, it has to   |
|                                       |be fitted to that plane. To do       |
|                                       |that involves some vector            |
|                                       |operations which are subject to      |
|                                       |numerical imprecision. I attempted   |
|                                       |to fix the problem for a friend by   |
|                                       |using a variable instead of a        |
|                                       |constant for checking. When that     |
|                                       |error occured I lowered the          |
|                                       |constant and redid the operation.    |
|                                       |It seemed to work at least some of   |
|                                       |the time. - Troy Mann                |
|---------------------------------------|-------------------------------------|
|                                       |1. There is a leak in the map and    |
|                                       |the .bsp is being generated with     |
|                                       |one of the latest modified           |
|                                       |versions of QBSP that doesn't        |
|                                       |generate the pointfile. I would      |
|                                       |suggest getting the original         |
|                                       |version of QBSP that was initially   |
|                                       |released.                            |
|                                       |2. There is a misplaced light        |
|                                       |entity within a brush or outside     |
|                                       |of the map. Check all your light     |
|                                       |entitiy locations. - Eric Stevens    |
|                                       |-------------------------------------|
|                                       |It's been my experience that what    |
|                                       |usually causes that error message    |
|!!!!!!!!!!!!!                          |is an entity jammed into a brush,    |
|                                       |possibly sticking through to the     |
|reached occupant at: ( 0, 0, 0)        |void beyond. This also holds true    |
|                                       |for water and lava brushes. If       |
|no filling performed                   |they touch the void, it'll crap      |
|                                       |out on you. - Chad (last name        |
|leak file written to [filename].pts    |unknown)                             |
|                                       |-------------------------------------|
|!!!!!!!!!!!!                           |When this happens, go back into      |
|                                       |Worldcraft, and check the point      |
|- warning while running QBSP -verbose  |0,0,0. I have found that often,      |
|on a map made in WorldCraft, the *.pts |there is an entity, usually a        |
|file is 0 bytes, no entities exist at  |light, and through some glitch,      |
|(0, 0, 0) in the map, so leak          |there are about 40 of them at        |
|suspicion is fruitless.                |exactly 0,0,0. You have to go        |
|                                       |through alot of highlighting and     |
|(ed. now fixed in WC. No longer a      |deleting, but it seems that when     |
|problem - see the final explanation at |you copy an entity, it               |
|right.)                                |occasionally puts a bunch of extra   |
|                                       |copies at the origin. - Cody Rahn    |
|                                       |-------------------------------------|
|                                       |The problem might be caused by the   |
|                                       |QBSP that comes with Worldcraft. I   |
|                                       |switched to QBSP256B and never had   |
|                                       |the problem again. - Ryan Drake      |
|                                       |-------------------------------------|
|                                       |This was COMPLETELY true with        |
|                                       |older versions of Worldcraft, but    |
|                                       |is no longer the case with version   |
|                                       |1.0/1.0a of Worldcraft - the QBSP    |
|                                       |included with Worldcraft now         |
|                                       |creates the .pts file correctly,     |
|                                       |and should not be a problem. - Jay   |
|                                       |Gill                                 |
|---------------------------------------|-------------------------------------|
|                                       |I checked the source and it is set   |
|                                       |to 8192. It is used in the           |
|-- Brush_LoadEntity ---                |declaration of an array, so          |
|                                       |increasing it could increase the     |
|WARNING: Point off plane occurrences:  |memory requirements of QBSP. Each    |
|20                                     |element in that array is a           |
|                                       |structure containing 4 doubles (8    |
|***********ERROR************           |bytes each) and an int. So that's    |
|                                       |38 bytes * 8192 elements taking up   |
|numbrushplanes == MAX_MAP_PLANES       |only 311296 bytes of memory. I       |
|                                       |think it'd be safe to increase       |
|Crash in mid-compile of a map using    |this number, as long as there        |
|QBSP256 by Tom Grandgent. Normal QBSP  |aren't any other limitations in      |
|crashes with a Point off plane         |QBSP that I haven't seen. I'd like   |
|message.                               |to see a map that causes this        |
|                                       |message for analysis. - Tom          |
|                                       |Grandgent                            |
|---------------------------------------|-------------------------------------|
|                                       |This stems from using standard       |
|                                       |QBSP. Usually, you can               |
|                                       |accidentally create a canonical      |
|Error:CanonicalVector: degenerate      |vector by using a very complex       |
|                                       |brush to carve out a very large      |
|- error message while running QBSP.    |brush. The result are many           |
|                                       |canonical vectors. QBSP256B will     |
|                                       |also handle brushes with many        |
|                                       |faces; this is the workaround. -     |
|                                       |Shawn Holmes                         |
|---------------------------------------|-------------------------------------|
|                                       |QBSP goes through a level and        |
|                                       |creates a BSP tree of the level.     |
|                                       |In doing so, it splits the           |
|                                       |polygons in order to create a        |
|                                       |convex leaf for each node of the     |
|                                       |BSP tree. Often, a large polygon     |
|                                       |is split many times. I'd guess       |
|cannot split polygon                   |that this error occurs either        |
|                                       |because                              |
|- error message while running QBSP     |A) A very small, or long and         |
|                                       |narrow polygon needs to be split,    |
|                                       |and the resulting polygons are too   |
|                                       |small for the program to handle,     |
|                                       |or,                                  |
|                                       |B) the splitting algorithm is        |
|                                       |failing due to the complexity of     |
|                                       |the polygon which is being split.    |
|                                       |- Jason Booth                        |
|---------------------------------------|-------------------------------------|
|                                       |Replace the multiple individual      |
|                                       |.wad files with the quake101.wad     |
|Using base, medieval, metal and wizard |file from ftp.cdrom.com. This file   |
|.wad's until start.wad was added.      |includes all textures from the       |
|After the addition of start.wad the    |registered version of Quake in one   |
|wads seem to crash qbsp when qbsp is   |.wad file. Keep in mind that most    |
|in it's "FillOutside" stage. It is     |editors today load all textures      |
|causing all versions of qbsp to crash. |into memory, and if you can use      |
|                                       |the smaller theme .wads, you will    |
|                                       |probably get better system           |
|                                       |response. - Mike Melzer              |
|---------------------------------------|-------------------------------------|
|                                       |This editor-intensive problem is     |
|                                       |reportedly fixed, but a general      |
|                                       |definition of what is happening      |
|                                       |here would be helpful. Let us know   |
|                                       |if you have the general definition   |
|                                       |of this message and what causes      |
|                                       |it. In this case, removing the       |
|                                       |crescent shaped brush removed the    |
|                                       |problem.                             |
|                                       |-------------------------------------|
|                                       |This is the infamous 'Worldcraft     |
|                                       |Carving Bug' caused when carving     |
|                                       |across two adjacent brushes. The     |
|                                       |bug rears its head only when         |
|                                       |Worldcraft combines some parts of    |
|                                       |each brush into a new brush. This    |
|                                       |resulting brush will cause qbsp to   |
|                                       |give duplicate plane warning         |
|                                       |messages. As for a solution, it      |
|                                       |seems to be a code bug in the        |
|                                       |carving algorithm; however it is     |
|Brush with duplicate plane             |not necessary to delete the          |
|                                       |brushes that cause the error. A      |
|- Message received from Worldcraft     |workaround is simply to import the   |
|QBSP v1022 while compiling level made  |faulty map into QuakeMap - this      |
|with WC v1022. Resulted while          |editor will complain about the       |
|subtracting a 14 sided cylinder from   |brushes and will correct them when   |
|another 14 sided cylinder to produce a |you re-export the file to the map    |
|crescent shape (Quake logo.)           |format. - Kirsten Joy Corney         |
| More on the error in qbsp: also occurs| (ed. This has now been fixed in     |
|when using the qED editor. Also, such  |WC. (see below.))                    |
|brushes will crash the BSP editor if   |-------------------------------------|
|you try to resize them.                |Exporting the map from Worldcraft    |
|                                       |and loading back into Worldcraft     |
|                                       |will solve the problem. - Bruce      |
|                                       |Batteson                             |
|                                       |-------------------------------------|
|                                       |The error under qED is caused by     |
|                                       |qED's negative brush routines        |
|                                       |sometimes. this may be fixed in      |
|                                       |the next version. Deleting the       |
|                                       |brushes from the map is the only     |
|                                       |way to fix them under BSP (that I    |
|                                       |know of). Just select the brush,     |
|                                       |but DON'T click around the outside   |
|                                       |of it afterwards (BSP tries to       |
|                                       |select a face then, and this is      |
|                                       |where the duplicate plane causes     |
|                                       |it to crash) I'd really like to      |
|                                       |see a small program that will go     |
|                                       |through a map and remove stuff       |
|                                       |like this, so I don't have to have   |
|                                       |a second editor (quakemap) for       |
|                                       |this purpose. - Jimmy McKinney       |
|---------------------------------------|-------------------------------------|
|                                       |It has been my experience that       |
|                                       |this behavior happens when there     |
|                                       |are excessive leaks. I have had      |
|                                       |maps take an hour or more to qbsp,   |
|                                       |that results in a > 2meg .bsp and    |
|                                       |> 3meg .pts. When the leaks are      |
|                                       |closed qbsp takes a "normal"         |
|                                       |amount of time and my file size      |
|                                       |came back down to 1.2 meg. This      |
|                                       |was for a map with 1423 brushes.     |
|                                       |201 entities. - Mark Wheeler         |
|                                       |-------------------------------------|
|                                       |One problem I see is that you have   |
|                                       |only 16 Mb of ram. So do I but       |
|                                       |when I compile jrbase1 it takes a    |
|                                       |great deal longer than when my       |
|                                       |friend with 64 mb ram compiles it.   |
|                                       |Your hard drive just is not as       |
|                                       |fast as regular memory no matter     |
|                                       |how you stack it.                    |
|                                       | Also if you have lots of brush      |
|                                       |entities it can slow things down.    |
|                                       |By this I mean doors and switches    |
|                                       |and stuff like that. Qbsp has to     |
|                                       |process each of those in turn as     |
|                                       |well as the world entity. - Troy     |
|                                       |Mann                                 |
|                                       |-------------------------------------|
|                                       |Huge bsp times are caused in most    |
|                                       |if not all cases I have              |
|                                       |encountered by QBSP trying to        |
|                                       |handle a 2 sided brush, (or a 3      |
|Excessive compiling time: Over 5 hours |sided brush with 1 duplicate         |
|to QBSP. System used: P133 16 MB RAM.  |plane?), sometimes the editor        |
|QBSP was writing a 100+ MB swapfile.   |won't catch these brushes and they   |
|Map was 600 k and the corresponding    |are VERY hard to catch manually if   |
|compiled (BSP) was 2 MB. Did not       |you have a huge level. You can fix   |
|contain any tremendously complex       |them in the map file by just         |
|rooms,etc. - Gary Marshall             |deleting the brush, usually these    |
|                                       |brushes are useless anyway and       |
|                                       |just left over from CSG              |
|                                       |operations. Or you can fix them in   |
|                                       |your editor, usually they hide out   |
|                                       |in large groups of objects, try      |
|                                       |ungrouping objects and using trial   |
|                                       |and error to find the offending      |
|                                       |brush, sometimes they don't show     |
|                                       |up in the window because the         |
|                                       |single line overlaps the edge of     |
|                                       |another brush, in this case, have    |
|                                       |fun. :)                              |
|                                       | My bsp times (without any 2-sided   |
|                                       |brushes), on a P120/16MB, have       |
|                                       |never exceeded 15 minutes even       |
|                                       |with HUGE HUGE levels run through    |
|                                       |a modified QBSP. So if you have      |
|                                       |huge QBSP times, it is most likely   |
|                                       |an error, not necessarily just a     |
|                                       |large level (explanation given by    |
|                                       |other people). - George Davison      |
|                                       |-------------------------------------|
|                                       |This is OFTEN caused by a            |
|                                       |frustrated map maker or an           |
|                                       |automated map generator creating a   |
|                                       |"room" outside the level to          |
|                                       |contain the entire level and avoid   |
|                                       |leaks. Instead, find the leaks,      |
|                                       |and don't make a large sealed room   |
|                                       |outside the entire level. -          |
|                                       |Pro-Magnon                           |
|---------------------------------------|-------------------------------------|
|                                       |I had this happen to me when I was   |
|                                       |using QBSP1031. I switched to        |
|                                       |QBSP256B and the problem went        |
|                                       |away. Unfortunately QBSP256B         |
|                                       |doesn't support multiple wads, so    |
|                                       |I was forced to use MipDip to make   |
|                                       |a wad containing all my textures     |
|                                       |in one; then QBSP256B works fine.    |
|                                       |- Rodney Burns                       |
|                                       |-------------------------------------|
|                                       |I have had this problem before       |
|                                       |using Worldcraft on a large map.     |
|                                       |The version of QBSP that's           |
|                                       |included with Worldcraft seems       |
|                                       |prone to this (although I'm not      |
|                                       |sure about this newest 'Full'        |
|                                       |version available at Worldcraft's    |
|                                       |Web page). It's quite frustrating,   |
|                                       |but actually can be due to a leak    |
|                                       |that QBSP is not reporting (but is   |
|                                       |still there). The key is to watch    |
|                                       |the dialog while QBSP is             |
|                                       |running... the key phrase is         |
|                                       |'---MERGEALL---' ... if you don't    |
|                                       |get that, then there is probably a   |
|                                       |leak. The way I have tracked this    |
|                                       |down is to try using a different     |
|                                       |version of QBSP (like QBSP255B)      |
|                                       |and see if that produces a useful    |
|                                       |error (like 'Reached occupant at     |
|                                       |blah blah...'), otherwise you are    |
|                                       |reduced to retracing your steps to   |
|                                       |see what you did to introduce the    |
|                                       |leak (you ARE using an editor that   |
|                                       |supports 'Undo', aren't you?!!) -    |
|After QBSP, no PRT file is generated.  |Jay Gill                             |
|PTS file reads 0. No leaks apparently  |-------------------------------------|
|present. - Jeff Longino                |Check to see if you have any         |
|                                       |"light" or "path_corner" entities    |
|                                       |floating around in the grey void     |
|                                       |outside the level...you may have     |
|                                       |neglected to delete them. Check      |
|                                       |The Official Worldcraft Editing      |
|                                       |Site's "Ask the Guru" section and    |
|                                       |read Levelord's response to a        |
|                                       |similar question...                  |
|                                       |-------------------------------------|
|                                       |I'd bet this came from WorldCraft.   |
|                                       |I have noticed that sometimes when   |
|                                       |you compile your level inside of     |
|                                       |WorldCraft using their included      |
|                                       |utilities, it will not specificly    |
|                                       |state that a .prt file is created.   |
|                                       |The thing you need to really look    |
|                                       |for is the statement "MERGER ALL"    |
|                                       |towards the end of QBSP running.     |
|                                       |If you see this, than a .prt file    |
|                                       |is created. Just look in the         |
|                                       |directory and you should see the     |
|                                       |.prt file there. Apparently, every   |
|                                       |time you run QBSP a .pts file will   |
|                                       |be created. In the event that        |
|                                       |there are no leaks, the file will    |
|                                       |have a size of 0. Additionally,      |
|                                       |you may want to try exporting to a   |
|                                       |.map file, and then compiling        |
|                                       |manually using the id utils, or      |
|                                       |QBSP256C. The utilities included     |
|                                       |with WorldCraft have been tweeked    |
|                                       |to require less memory, and they     |
|                                       |also will not handle as large of     |
|                                       |levels as the original utilies do.   |
|                                       |- Mike Melzer                        |
|---------------------------------------|-------------------------------------|
|                                       |You may have invalid characters in   |
|                                       |the .map file. This could be the     |
|                                       |result of an editor saving           |
|                                       |something incorrectly, or the .map   |
|                                       |file may be corrupt. You should      |
|                                       |try openning the .map file in a      |
|                                       |text editor like WordPad, and then   |
|                                       |see if there is anything inside it   |
|                                       |that looks out of place. If you      |
|                                       |cannot do this either, than more     |
|file read error                        |than likely the file is corrupted,   |
|                                       |and unrecoverable.                   |
|Message displayed by QBSP while        |                                     |
|compiling. QBSP stops at this point. - |If you can open the file, by         |
|Jordan Shipman                         |looking at the Quake Map Specs,      |
|                                       |you should be able to find the       |
|                                       |offending bit. Remove the part       |
|                                       |that is incorrect, and save it.      |
|                                       |Then try reopening it in the         |
|                                       |editor, and then recompiling.        |
|                                       |Things to look for in particular,    |
|                                       |is anything that may be in a         |
|                                       |"message" key pair. Make sure        |
|                                       |there are no ASCII control           |
|                                       |characters. - Mike Melzer            |
|---------------------------------------|-------------------------------------|
|                                       |Your map is WAAAAAY to long/ wide/   |
|                                       |tall.                                |
|                                       | I got this trying to make a         |
|************ERROR************          |cloud-textured, 1,400-foot pit.      |
|CheckFace: BUGUS_RANGE: -2387.000000   |ed. "Um..ok."                        |
|                                       |Now I know not to, but I don't       |
|                                       |know the exact point at which this   |
|                                       |error occurs.                        |
|                                       |:)                                   |
|---------------------------------------|-------------------------------------|
|MAX_HULL_POINTS                        |I upgraded to QBSP256 and it         |
|                                       |solved the problem. I imagine it     |
|Error message while running QBSP       |had something to do with the         |
|(Final WorldCraft version.) - Guy W.   |number of faces on a brush. -        |
|Nelson                                 |Sandy Cormack                        |
|---------------------------------------|-------------------------------------|
|When compiling a rather complicate     |                                     |
|map, QBSP spits out the following      |                                     |
| --- Brush_LoadEntity --               |                                     |
|numbrushes = 360                       |                                     |
|WARNING: couldn't create brush faces   |                                     |
|numbrushes = 535                       |And here is the corresponding        |
|535 brushes read                       |solution...                          |
| The warning doesn't seem to cause any |                                     |
|harm to the level, but I would like to |                                     |
|know whether I should pay attention to |                                     |
|it or not. - Dave Wiley                |                                     |
|---------------------------------------|-------------------------------------|
|When I try to run qbsp (outside of the |                                     |
|quake directory) it says:              |                                     |
|                                       |This is a version of the Quake       |
|SeetQdirFromPath: no 'quake' in        |utilities that have been compiled    |
|C:\games\qetc\editing\test.map         |without any changes to the           |
|                                       |directory they HAVE to reside in.    |
|And if I try to run qbsp in the quake  |Solutions: place the utilities       |
|directory, it says:                    |(QBSP, VIS, LIGHT) in the            |
|                                       |.../quake/id1/maps directory and     |
|No gamedir in                          |they will run fine, or just use      |
|C:\games\quake\test.map."              |another version of the qutils (a     |
|                                       |better idea.) - Matthias Worch       |
|- Elizabeth Harper                     |                                     |
|---------------------------------------|-------------------------------------|
|I've been using QBSP256c, usually      |                                     |
|without problems even on 'large'       |                                     |
|levels (large for me means >1000       |                                     |
|brushes), I'm now getting an error as  |                                     |
|follows:                               |                                     |
| ---- WriteClipHull ----               |                                     |
|Writing d:[path here]numet6c.h1        |                                     |
|************ ERROR ************        |                                     |
|Couldn't open d:[path here]numet6c.h1  |                                     |
| ...at which point QBSP aborts. The .h1|                                     |
|file doesn't appear to have been       |                                     |
|created. There's hundreds of megs of   |                                     |
|free space on the drive when it        |                                     |
|happens, and 64megs or so of RAM. I    |And here is the corresponding        |
|guess the .map file has become         |solution...                          |
|corrupt, but it was fine last time I   |                                     |
|tried it, and I've only added a few    |                                     |
|very simple new features. I can't      |                                     |
|track down the problem.                |                                     |
| It's happened occasionally in the past|                                     |
|even with small levels, so I don't     |                                     |
|think size is an issue here. The only  |                                     |
|way I've found to get around this      |                                     |
|problem when it occured previously was |                                     |
|to scrap everything and start again.   |                                     |
|This is not my favorite course of      |                                     |
|action, understandably. - Gareth       |                                     |
|Morgan                                 |                                     |
|---------------------------------------|-------------------------------------|
|When I try to run the version of QBSP  |                                     |
|(full) that I downloaded from the      |                                     |
|QuakeLab (Basics - Tools) site on my   |                                     |
|map (approx. 170k), I get the          |This could be corrected by copying   |
|following message:                     |the old QBSP from the 1.0b           |
|                                       |Worldcraft CD back over the top of   |
|SubdivideFace: didn't split the        |the new one. Obviously, this is      |
|polygon                                |not a "fix" I want to live with      |
|                                       |long-term. - Robin Hermance-Moore    |
|When I try to run version 29 of qbsp   |                                     |
|downloaded from Stomped.com (both      |                                     |
|Pentium and Win '95 versions) on the   |                                     |
|same map, I get this error reading:    |-------------------------------------|
| Project Directory:                    |                                     |
|********ERROR********                  |                                     |
|Token too large on line 7              |                                     |
|                                       |The problem is caused by scaling     |
|This error comes after QBSP has worked |textures down too small on small     |
|on the file for about 15 seconds       |surfaces. I built a chair and        |
|(giving the impression that            |scaled the wood to 0.3 to match      |
|everything's working just fine). I     |the peices. No error cropped up      |
|have seen a solution for line token    |until my level got much larger       |
|too large on line 3 on QL's Problems   |(over 1 meg bsp). - Jim Kaufman      |
|listing, but not one for line 7. Why   |                                     |
|do the different versions of QBSP      |                                     |
|generate different errors? - Yasir     |                                     |
|Ruhayel                                |                                     |
|---------------------------------------|-------------------------------------|
|Using QBSP256 to compile a map with a  |                                     |
|"trigger-multiple" entity, I got an    |                                     |
|error msg.                             |When I applied the "trigger"         |
|                                       |texture to the trigger brush, it     |
|cannot find texture ENTITY             |solved the problem. - Sandy          |
|                                       |Cormack                              |
|and QBSP crashed. - Sandy Cormack      |                                     |
|---------------------------------------|-------------------------------------|
|                                       |I've just recently had this          |
|                                       |problem. Although mine was with      |
|                                       |Hullnum 1 and Hullnum 2. I was       |
|                                       |just making the layout of the        |
|                                       |level and didn't have any lights     |
|                                       |or other entities in it besides      |
|Hullnum 2:                             |the info_player_start. It compiled   |
|No entities in empty space -- no       |correctly with QBSP, LIGHT and       |
|filling performed                      |VIS. I decided to add lights in      |
|                                       |one room to view it and the error    |
|The level seems to work correctly even |messages went away. - John Schultz   |
|though I get this error. VIS works     |-------------------------------------|
|fine, but slower, than normal.         |These errors also seem to occur      |
|Definition? - Paul                     |when your info_player_start is at    |
|                                       |(0, 0, 0). God knows WHY you can't   |
|                                       |put it there, but... You can't.      |
|                                       |Simply moving the player start       |
|                                       |position will fix the problem (if    |
|                                       |you really can't move it, move       |
|                                       |your entire map.) - Tom Nuydens      |
|---------------------------------------|-------------------------------------|
|                                       |Exporting the map from Worldcraft    |
|***ERROR***                            |and loading back into Worldcraft     |
|CheckFace: degenerate edge             |will solve the problem. - Bruce      |
|                                       |Batteson                             |
|---------------------------------------|-------------------------------------|
|                                       |You probably group selected          |
|                                       |several entities at once, and        |
|                                       |edited their properties. This        |
|                                       |sometimes gives the properties of    |
|                                       |other entities to your lights.       |
|                                       |There could be other causes for      |
|                                       |this error, but all relate to the    |
|                                       |same                                 |
|                                       |solution. This problem will be       |
|                                       |fixed in the next release of         |
|                                       |Worldcraft I hear(in 1.4). I've      |
|                                       |seen Lights like this:               |
|                                       |Light                                |
|                                       |Speed 100                            |
|                                       |Brightness 200                       |
|                                       |Height 184                           |
|                                       |Wait 2                               |
|                                       |Reset 4                              |
|                                       |Blah xxx                             |
|                                       |blah xxx                             |
|                                       | This is the cause of the error, if  |
|                                       |every light in your level has        |
|                                       |these extra properties, QBSP and     |
|                                       |Light will have problems.            |
|                                       | Here's the Quick fix that won't     |
|MODEL: *181                            |cost you ANY building time:          |
| ************ ERROR ************       | -Load your map (the .rmf file) in   |
|Entity text too long                   |Worldcraft.                          |
|                                       |-Click the menu: View / Hide Items   |
|I have a lot of dynamic entities,      |-Click the menu: Edit / Select All   |
|which I assume is the problem, but I'd |-Click the menu: View / Hide         |
|like confirmation. - Matt (Unknown     |Selected Objects                     |
|Soldier)                               |-Click the menu: View / Unhide       |
|                                       |Items                                |
|                                       |-You should now see ONLY your        |
|                                       |lights and other object entities,    |
|                                       |plus the                             |
|                                       |info_player_xxx ones.                |
|                                       |-Click the menu: Edit / Select All   |
|                                       |-AT this point, you could hold       |
|                                       |CTRL and de-select non light         |
|                                       |entities, but                        |
|                                       |It's not necessary.                  |
|                                       |-ALT+ENTER                           |
|                                       |-You will now see the object         |
|                                       |properties.                          |
|                                       |-Make sure you are on the "Class     |
|                                       |Info" Tab                            |
|                                       |-Smart edit should be un clicked,    |
|                                       |or non changeable                    |
|                                       |-Highlight each item properties      |
|                                       |such as: Speed (No Change)           |
|                                       |-Click the "Delete" button on the    |
|                                       |properties sheet.                    |
|                                       |-Delete all the values "EXCEPT for   |
|                                       |Brightness, and appearance"          |
|                                       |-Close properties                    |
|                                       |-Save your map                       |
|                                       |-Done :)                             |
|                                       | Casey                               |
|---------------------------------------|-------------------------------------|
|****WARNING****                        |                                     |
|Entity with no valid brush.            |                                     |
|                                       |This occurs when you tie an entity   |
|No .bsp file made. Error message       |to a brush with the clip texture.    |
|occurs after *model XX(it was 47 on    |Dont do that. Simple enough. -       |
|mine)                                  |Karl "The Partisan" Pilger           |
|---------------------------------------|-------------------------------------|
|Editor: Worldcraft                     |                                     |
|                                       | I'm guessing the person who got     |
|-----------------------------------    |this is using Worldcraft (that's     |
|* Executing QBSP...                    |what I use). The solution is to      |
|                                       |quit other applications that may     |
|* Could not execute the command:       |be running and/or clear off some     |
|qbsp.exe "<path\filename.map>"         |disk space. QBSP needs a lot of      |
|* Windows gave the error message:      |swap space (> 250MB!!! on the        |
|"The operation completed succesfully." |level I'm currently doing).          |
|-----------------------------------    |Sometimes, a reboot is necessary     |
|                                       |to flush memory. - Jack Perdue       |
|---------------------------------------|-------------------------------------|
|I use WC 1.3 registered, and have      |                                     |
|experienced the carving bug (brush     |                                     |
|with duplicate plane) with all of my   |                                     |
|maps. The prescribed fix (exporting    |                                     |
|into a quake map and then reloading it |                                     |
|into WC) does not work.                |                                     |
| Error: brush with duplicate plane     | And the corresponding solution      |
|Program: WC 1.3 registered             |is...                                |
|Result: My maps usually get severe vis |                                     |
|errors (greying out of walls),         |                                     |
|after running a full vis. Entities do  |                                     |
|not seem to be a problem, as this      |                                     |
|map has only 30.                       |                                     |
|Solution: None found                   |                                     |
|---------------------------------------|-------------------------------------|
|ReadClipHull: MAX_MAP_CLIPNODES        |Jack Perdue's MAX_MAP_CLIPNODES      |
|                                       |mini-website                         |
|---------------------------------------|-------------------------------------|

