BSP - Binary Space Partition
Updated 05 Apr 2018
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Upper levels: - QuArK Information Base - 2. Map editing - 2.7. Map compiling errors |
2.7.2. BSP - Binary Space Partition |
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This page lists various encountered errors, that may occur during the BSP map-compiling phase. All QuArK supported games, are know to use a BSP map-compiling phase:
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Index |
Parsing error |
Decker - 05 Apr 2018 | [ Top ] |
Error: parsing entity 3, brush 0, side 2 : expecting '(' got '32' Getting an error similar to the above, usually means that the .MAP file isn't in the correct format, for the build-tool to understand. Please check:
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New portal was clipped away |
Andy / Armin (?) - 05 Apr 2018 | [ Top ] |
I don't know why this message sometimes pops up, resulting in large gray areas in Quake. My modest experience on it seemed to reveal that this error sometimes occurs when you stick a polyhedron into another one, if one face on a polyhedron ends up completely inside the other polyhedron, and if this face is not axis-aligned, i.e. it has a slope or orientation of something else than 0, 90, 180 or 270 degree. I got the above error after I slightly moved a polyhedron into another one to avoid a small gap between them, and all three conditions were suddenly met. The problem disappeared when I put the polyhedron back outside the other one. |
Point off plane |
Andy / Armin (?) - 05 Apr 2018 | [ Top ] |
This is not a map error : it is just a bug of QBSP ! For some strange reason, although a .map file only contains definitions of planes, QBSP ends up with vertexes out of their plane... This is not an error in your maps. Just use a version of QBSP that only issues warnings instead of crashing when it runs into the point off plane problem. There is nothing more to do about it - out of maybe rewriting parts of QBSP itself. But it works anyway. Someone said that "point off plane" occurs when you have a polyhedron with a side which vertexes are not all in the same plane. This is absolutely wrong. .map files on which QBSP works can only contain plane definitions and no vertex coordinates. Map editors that let the user create such strange polyhedron are just a hack in the sense that if you save your work in a .map file and open it again, the strange polyhedrons are flattened out. Of course, because the map editor had to arbitrarily choose a plane to write in the .map file. I don't know how it can choose a plane when there is none containing all the vertexes ! They probably just compute the plane containing the first three points and drop the other ones. |
Exceeded |
DanielPharos - 05 Apr 2018 | [ Top ] |
ERROR: MAX_TW_VERTS (12) exceeded Every game engine has its limits. You just exceeded one of them. Depending on the error, there may be ways to fix this error, or there may not. Here's a list of limits in Quake 2:
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