Compile Errors

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Revision as of 00:29, 2 July 2005 by Amckern (talk | contribs) (Added More Info and brushbsp.cpp errors)
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Work In Progress

If you wish to submit, please GREP "error" on the util. source folder - and then try and translate the code to what it should mean for a level designer.

EG;

Bad detail brush side

The side that is getting referenced is either larger or smaller then that of the currant side - this means that the BSP has made an error when splitting. To fix, look at what you have done to you level after your last compile, and check for large sided cylinders, or rhombus that penetrate a brush, and replace with smaller less complex brushes. The error can also be caused by vertex manipulation, or clipping brushes, at complex angels.

This is of course a WIKI, if you find a cause to be incorrect, please fell free to edit.

Common Terms

  • Node -- The brush, side, area, location, etc, that the complier is computing.
  • XXX -- Replace with a brush number or otherwise unique identifier.
  • filename.cpp / filename.h -- These are for WIKI Editors to know what files have been done.

BSP

brushbsp.cpp

‘‘‘Bad planenum The editor did not save the File Correctly - Resave and compile. This can also be caused by more then one brush overlapping each other - Normally Caused by a bad Carve.

Tried parent The node in the compile has no parent node - this is very rare, but will most likely be caused by vertex manipulation errors passing through hammers safe guard. Think of a box but the whole box is only one side.

XXX with splits The brush face has been split, and is a big no, no. The best way to try and fix it is to look for tiny brush penetrations, such as the tip of a spike on touching the side of a 1 x 1 x 1 brush.