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Q3A Error Messages
![]() The following error messages may be encountered by mappers using the Quake III engine. If you want to add an error that's not listed, or even correct and elaborate on the cause and cure of a certain error, please e-mail me. Map Won’t Load There are a number of reasons why a map won't load. The 4 most common are:
AAS_MAX_PLANES=n Extremely
high walls cause this problem for some reason. Apparently, there was a
version of bspc that caused that problem but was fixed with an update. ERROR: MAX_SURFACE_VERTS VERTS (VERTICES), means you've got a lot of patches and curves. If this is the case, try deleting some of them and go for a less ambitious design. ERROR MAX_MAP_LIGHTGRID You
have too many lights in your map. In the worldspawn enter key lightgrid
and for the value, 64
64 64. Infinite brushes can also cause this
error. Fatal:
empty .aas link Heap You
have a very complex structure in your map that is causing problems for the
bots. ERROR:
MAX_FACETS during vlight (maxfacets >= 65XXX) You’ve
got too many spheres and/or cones in your map. The maximum number of
facets allowed is 65,535. WARNING : Couldn't find image for shader noshader This
error is harmless and can be ignored. ERROR:
MAX_PATCH_PLANES The visible brush face is being split too many times. Extra vertex points are created by q3map on visible face edges, where they are split by other visible face points (corners, or vertices). So if you have too many visible face points touching the edges of another face, that particular face will be split many times and have many vertex points. ERROR:
MAX_MAP_BRUSHSIDES You
have a brush that is too complex. ERROR: WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded There are too many vertices repeating themselves along a single axis. It can also mean you have a "brush side polygon" somewhere with more than 64 corner points. Leaf
has too many portals A leaf is a leaf-node, one of the leaves in the BSP tree that is used to store your map. Each leaf-node is a small convex volume of space within the player-space inside the map's outer hull. Each leaf-node in the tree has a set of faces, which are flat (planar) surfaces which form portals where they meet the faces of other Leaf-Nodes in the map. This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets. Leaf-Nodes are created at the first q3map compile stage when the BSP Tree is generated. Put simply, the compiler arbitrarily splits the inside space of the map up into convex sections, using the faces of the brushes in the map to split along. To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as "detail" (Ctrl+M with selected brushes). To
force a split in the map, you can use a Hint brush, which is an invisible
nonsolid brush which only q3map can see and use (Hint brush = axial brush
with all faces common/hint). (Courtesy
SmallPileofGibs) WARNING:
Node without a volume / node has 0 tiny portals An
infinite brush. Textures/dirpath/texturename
had odd vertex count autosprite2 shader You’re
implementing a shader script that uses vertex deformations that are
greater than the size of the brush you’re using it on. LoadTGA:
Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported You’re
trying to use a .jpg in a shader script. All shader scripts call
for .TGA textures, even though the actual texture may, in fact, be a .jpg. Bad
PointToPolygonFormFactor You’ve
got a mesh too close to the sky box. SetQdirFromPath:
no 'quake' in G:/Q3A/baseq3/maps/mymap.map The
word ‘quake’ is not in the path. Change the dir name from ‘Q3A’ to
‘quake’. ERROR:
RE_LoadWorldMap: maps/test.bsp not found Quake3
defaults to PURE SERVER mode, and will not let the client game see
anything not in a .pk3 file that has been CRC checked against the server's
copy of the same .pk3 file. When you load a map with \map
or \devmap in
Q3, you are running both the client and the server. If you're
running in PURE mode, and the map you're trying to load does not exist in
a .pk3 file in your baseq3 folder, the game will think it is not there at
all. (Courtesy SmallPileofGibs) FloatPlane:bad
normal Caused
by faulty vertex manipulation. ERROR:
SV_SetBrushModel: NULL The map has some brush ents which are only one unit thick (paper thin). I'm not sure what the minimum thickness is supposed to be, but it apparently needs to be thicker than one unit. You
may also get this error when you have a brush model entity which does not
have any valid brushes, i.e. a func_rotating with nothing but a
common/origin brush. This could also be caused by a func_areaportal
with a common/areaportal brush. ERROR:
DispatchBSPCommand failed with a COM exception This
is a Q3Build/GtkBuild error. The .dll must be put in the plugins
directory, and you must be using a version of xxBuild that is compatible
with the editor. I downloaded some textures but Q3R won't display them properly and instead displays a little red & black icon that says "shader image missing."
MatchToken( "(" ) failed at line xxx You have an error in a custom shader. Most likely you forgot to close out a final shader stage or you have two brackets instead of one. Page design copyright ©1999 Adam 'Senn' Bellefeuil All Rights Reserved. |