Strange Map Bugs

12-15-2003, 07:26 PM
I am having some problems with the map I am currently working on.

It's basically a giant mansion surrounded by a wall that the attacking team must first penetrate, and then capture certain points within the mansion itself, such as the study, the spire, and the entryway.

The problem is, when I play the map online with other people to test it out, there are certain areas where people will either be half absorbed into the floor or floating above it, while on their own screen they are standing normally on the ground. This also affects bullet trajectory, I noticed.

Also, I am receiving some compile errors that I would hope you guys would be kind enough to explain for me. One is this:

Warning: Too many direct light styles on a face(-95.500000,-384.000000,656.000000)

I get that error about 200 times during compile, and while it obviously has something to do with lighting, no matter how much i mess with them I cant get it to stop.

The second error is this:

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1003 and 1118:
(-82.207 -2171.397 320.327)
(-111.337 -2188.689 315.865)
(-128.000 -2199.478 313.226)
(-128.000 -2372.154 296.684)
(34.042 -2154.021 333.188)
(5.314 -2136.541 332.095)

Any help would be appreciated :)

12-15-2003, 07:38 PM
Are you using lots of light/light_spots with special FX like blinking and flickering?If so what is happening is that you have to many light styles on the face :) Try to remove a few or take off the FX.

The second one you can ignore unless it causes visual problems then you will know where/what to fix.

Taken from quake3world:

This is caused by creation of a leaf-node with an angled face-plane, which is split into more than one portal. Portals are the surfaces of a leaf-node, stored as floating point numbers. Tiny innacuracies can cause two planar portals from the same leaf not to be stored as perfectly planar, so part of that leaf is able to see itself (not supposed to happen because leafs are convex). This can cause HOM in some cases - I think it may be related to the infamous "vis bug".

The angled portals are usually created when you have a non-axial brush face or a non-axial hint brush. Most of the time the angled portals cause no error, and even when they do the error causes no problem. If you see a HOM it may be caused by this tho.

The angled portals are usually created when you have a non-axial STRUCTURAL brush face (including hint brushes, NOT including curves or detail brushes).

Note: an axial plane is a plane parallel to the plane X=0 ,Y=0 or Z=0. i.e. a plane which looks like a line when seen from two sides in the 2d view, while facing the third view head-on.

Make the non-axial brush detail or remove the non-axial hint brush.

12-15-2003, 07:50 PM
Hey, actually, yeah, I had most of my lights on flicker a. Thanks a lot, and I just realized I posted this in the wrong forum so I apologize :)

Any idea about the floating over the ground thing?

12-15-2003, 07:54 PM
Here's a pic of my map, just for the hell of it.

More pics at:

12-17-2003, 12:28 PM
Originally posted by Taien
Any idea about the floating over the ground thing? What thing? Which screenshot, be more precise.

PS. Control your r_speeds while mapping or your map will be unusable.

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