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                       QBSP3.EXE Problems & Solutions

                        This can result from doing agressive carving
                        (CSG) and/or clipping. Be careful! I've found
                        that once a map gets this error, no amount of
                        deleting new work will save the map. The trick is
                        to copy and paste the new work you've done into
                        an older version of the map. This should work ok
                        and minimize any losses. Obviously, if you
                        haven't been saving incrementally, you're
                        screwed. The error pops up almost immediately
                        after starting QBSP3. This was all discovered and
                        dealt with under QERadiant on a P166/64.
                        --------------------------------------------------

                        I have found out a few things about this error,
                        this may prove useful. Here are 2 things that I
                        have personally dealt with:

                        1)  If you take any object and try to "merge"
                        vertices DON'T do that, this will cause that
                        error, for example trying to make a square into a
                        triangle by moving one vertex over another.

                        2)  No 180 degree angles allowed from one face to
                        another, for example making a square into a
                        triangle my taking one corner and dragging it tot
                        the center of the square, thus making it look
                        like a triangle.

                        3) Copying and pasting may not be necessary, and
                        deleting brushes here and there CAN help you
                        solve the problem, just don't forget to make a
                        backup copy of your level BEFORE you do this, as
                        Qbsp3 will SAVE your map when you use it.  (I
                        found this out the hard way, and lost half of my
                        level)

                        - Eric Brough
                        --------------------------------------------------

                        I was recently editing in QERadiant and ran into
                        a prob while trying to compile my map.

                        The error said "FloatPlane: bad normal"
                                             "GetLastError[] = 3"

                        I checked on your site and it had this error.
                        Good news!  What you have posted isn't what
                        causes it (at least in my case) and it is
                        fixable.  What I did to cause it was to build a
                        poly and then
                        choose to make it 8 sided.  I then tried to move
                        the edges to make a shape I wanted.  While doing
                        this the brush just disappeared from the editor??
   FloatPlane Error;    What I did next was to open Wordpad and take a
   Bad Normal           look at the text version of the map. I could be
                        wrong but all brushes in Quake 2 have 6 sides
                        regardless.  I then noticed that several only had
                        5 and one had like 8.  I deleted just those
                        brushes.  Saved as a different file.  Loaded that
                        back into QERadient and checked to see what was
                        missing.  Several brushes were gone in the area
                        where the 8 sided poly disappeared from.  I
                        replaced those and compiled.  Worked just fine.


                        - John Epp
                        --------------------------------------------------

                        I believe I know specifically what causes this
                        error. First of all, I use Worldcraft 1.6. I had
                        a simple block brush, six faces. I was performing
                        vertex manipulation on it when I decided that I
                        would rather have a wedge instead of a block. So
                        I put two of the sides in a straight line, that
                        is, three vertexes all in a perfect line. This
                        caused the error. Then I went back and
                        experimented. This was the only thing that caused
                        the error, and when I changed the shape or put in
                        a wedge there was no problem whatsoever.

                        The odd thing is that this problem occurred on
                        the outside of the map, that is, the vertexes
                        were facing the void. The brush was still
                        convex.

                        I believe it could be summed up like this: "This
                        error is caused when at least three coplanar
                        vertexes in a brush are
                        also colinear."

                        - The Snowman
                        --------------------------------------------------

                        I got the dreaded FloatPlane: bad normal error,
                        but it wasn't
                        caused by carving or clipping.  I eventually
                        tracked it down to a 16x16 cylinder with 16 sides
                        that I had accidentally created.  (I meant to
                        create a 16x16 square)  From the zoomed out view
                        I couldn't tell it wasn't a square, but once I
                        found it and zoomed in it was obviously a bad
                        brush.  I guess making cylinders that small with
                        that many faces is bad for qbsp3.  I found the
                        error by deleting portions of my map until it
                        qbsp'd, so that CAN work, contrary to your
                        earlier posting.

                        - Unknown Soldier
   QBSP3.EXE using
   Q2Tool
   Error message while
   running, even
   without any
   parameters.          The solution or explanation goes here.

   Error Message:

   Mutual exclusion
   prohibits this
   When trying to
   compile a map for
   Quake2 in Qoole ver.
   3.20:

   Messages in Qbsp:

   1. entity 0, brush
   xx (the num. of the
   brush) : mirrored
   plane                The solution or explanation goes here.
   2. entity 0, brush
   xx (the num. of the
   brush) : bounds out
   of range

   The result is that
   there are some
   polygons missing in
   the compiled map.
   C:\MAPS>qbsp3
   q2room.map           You need to have the map being compiled in the
   ---- qbsp3 ----      QUAKE2 directory, this is a pretty self
                        explanatory error (if you think
   ************ ERROR   about it.) If you are running QBSP3 manually, put
   ************         it into the baseq2/maps directory and then run
   SetQdirFromPath: no  it.
   'quake2' in
   C:\MAPS\q2room.map   -Eric Brough
                        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 that this error occurs
   ************ ERROR   either because:
   ************
   SubdivideFace:       A) A very small, or long and narrow polygon needs
   didn't split the     to be split, and the resulting polygons are too
   polygon              small for the program to handle

                        B) the splitting algorithm is failing due to the
                        complexity of the polygon which is being split.

                        -taken from QuakeLab1 QBSP Problems
   When running QBSP on
   my level, it gives
   me an error:

   "Node with unbounded
   volume"

   It repeats this
   message many times
   and then continues   The solution or explanation goes here.
   the compile. The
   level seems to run
   OK and I can't find
   anything that looks
   out of place or
   wrong. What is this
   error and how do I
   get rid of it?
   Your QBSP problem
   goes here.           The solution or explanation goes here.
   Your QBSP problem
   goes here.           The solution or explanation goes here.

                               and on and on...












