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VIS - Visibility
Updated 05 Apr 2018
Upper levels:
QuArK Information Base
2. Map editing
2.7. Map compiling errors

 2.7.3. VIS - Visibility

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This page lists various encountered errors, that may occur during the VIS .bsp-optimization phase.

The following games that QuArK supports, are known to use a VIS .bsp-optimization phase:

GamePossible program-names
Quake-1 VIS.EXE, RVIS.EXE
Hexen-2 VIS.EXE
Quake-2 QVIS3.EXE, TIMVIS3.EXE
Heretic-2 QVIS3.EXE, TIMVIS3.EXE
Half-Life VIS.EXE, HLVIS.EXE
Sin QVIS3.EXE
Kingpin KPVIS.EXE
Soldier of Fortune SOFVIS.EXE
Soldier of Fortune 2 "Q3MAP.EXE -vis", "Q3MAP2.EXE -vis"
Quake-3: Arena "Q3MAP.EXE -vis", "Q3MAP2.EXE -vis"
Return to Castle Wolfenstein "Q3MAP.EXE -vis", "Q3MAP2.EXE -vis"
Star Trek: Voyager - Elite Force "Q3MAP.EXE -vis", "Q3MAP2.EXE -vis"
Star Trek: Elite Force 2 "UBERMAP.EXE -vis"

 Index


 LoadPortals: couldn't read maps/NoName.prt

Andy / Armin (?) - 05 Apr 2018   [ Top ] 

Your map is not "sealed" : it means there is a hole from the "inside" of it to the "outside". Look carefully for this hole. Note that QBSP sometimes creates small gaps between polyhedrons even if they are perfectly glued together, if the separation is at a non-90 degree angle. To prevent this, you can make the polyhedrons overlap a bit. Usually, QBSP doesn't mind about overlapping polyhedrons. However, if you get an error "new portal was clipped away" from QBSP, it means you overlapped them too much ! See below. Not easy... If you can't find the hole in QuArK, try running Quake anyway and walking around your map until you find the hole - the "outside" is gray. There is also a console command that can help you : in Quake, you can type "pointfile" and it will leave a trail of dots from the outside to the first entity it ran into.



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