| VIS - Visibility Updated 31 Mar 2001 | Upper levels: - QuArK Information Base - 2. Map editing - 2.7. Map compiling errors

2.7.3. VIS - Visibility | [ Prev - Up - Next ]

This page lists various encountered errors, that may occur during the VIS .bsp-optimization phase. All QuArK supported games, are know to use a VIS .bsp-optimization phase:
Game | Possible 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

Quake-3:Arena | "Q3MAP.EXE -vis"

Star Trek:Voyager - Elite Force | "Q3MAP.EXE -vis"

Index

- - LoadPortals:could'nt read maps/NoName.prt (30 Mar 2001)

LoadPortals:could'nt read maps/NoName.prt | Andy / Armin (?) - 30 Mar 2001 | [ 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.

GNU General Public License by The QuArK (Quake Army Knife) Community - http://www.planetquake.com/quark | [ Prev - Top - Next ]