Compiler Errors in Call of Duty 2 Map Editing
When compiling a map for Call of Duty 2 using tools like Radiant, the compiler output provides critical feedback on errors. This guide covers common issues, their causes, and how to resolve them.
Skybox Leaks
What is a Skybox Leak?
A skybox leak occurs when the skybox in a Call of Duty 2 map has gaps, holes, or unsealed edges, allowing the game engine’s visibility rays to escape into the void (non-rendered space outside the map). This results in compilation errors, visual glitches, or incorrect lighting.
Causes of Skybox Leaks
- Unsealed geometry: Gaps between skybox brushes or missing faces (e.g., no bottom or side).
- Map elements outside skybox: Lights, spawns, or models extending beyond the skybox boundaries.
- Incorrect textures: Using non-sky or non-caulk textures on outer skybox faces, allowing rays to escape.
Note: A skybox leak can cause additional issues, such as portal errors. Prioritize fixing skybox leaks before addressing other problems.
Compiler Notification
If a skybox leak is detected, the compiler will output a message like:
**********************
******* leaked *******
**********************
================================
WROTE BSP LEAKFILE: C:\Program Files (x86)\Steam\steamapps\common\Call of Duty 2\main\maps\mp\mp_yourmapname.lin
Debugging Skybox Leaks
The compiler generates a .lin file to help locate leaks. Follow these steps in Radiant:
- Ensure the map is fully compiled to generate an accurate
.linfile. - In Radiant, go to File > Pointfile to load the
.linfile. - Press Ctrl+Shift+K or navigate to Misc > Next Leak Spot to display a red line pointing to the leak location.
- If no red line appears, open the
mp_yourmapname.linfile in a text editor to view coordinates, e.g.:
644.000000 744.000000 280.000000
696.000000 744.000000 232.000000
Enter these coordinates in Radiant via Misc > Go to Position to move the camera to the leak location.
Portal Issues
Portal issues arise during compilation and are often related to skybox leaks or improper portal placement. Two common errors are:
| Error | Description |
|---|---|
WARNING: portal at (484 392 -208) map yourmaporprefab.map entity 0 brush 426 is not at a BSP split, is floating, or is next to a solid brush |
Uncommon; often linked to skybox leaks. Fix the leak first to resolve. |
WARNING: portal at (1264 144 -208) map yourmaporprefab.map entity 0 brush 375 has the same cell on both sides, portal ignored |
Indicates a portal leaking into another area, causing both sides to be in the same cell. |
Debugging Portal Issues
In a Prefab:
- Open the prefab in Radiant.
- Go to Misc > Find Brush, enter the brush number (e.g., 375), and click OK to move to the offending portal.
In the Main Map:
- Use Misc > Go to Position and enter the coordinates (e.g., 1264 144 -208) to locate the portal.
Duplicate Planes
Duplicate planes occur when a brush has overlapping faces, often due to cutting, resizing, or vertex manipulation. The compiler may report:
Map yourmaporprefab.map, Entity 0, Brush 129: duplicate plane
Fixing Duplicate Planes
- Go to Misc > Find Brush and enter the brush number (e.g., 129) to locate the brush.
- Select the brush and choose one of the following:
- Option 1: Delete the brush and recreate it.
- Option 2: Identify the duplicate plane:
- With the brush selected, hold Ctrl+Shift and click each face.
- Good faces will deselect; the duplicate face remains highlighted or changes highlight due to overlapping faces.
- Use the clipping tool to recut the brush and remove the duplicate plane.
Light Radius Errors
A common lighting error is:
WARNING: ignoring light at (232 184 104): no 'radius' key
This indicates a light at the specified position lacks a radius value.
Fixing Light Radius Errors
- Select the light in Radiant.
- Press N to open the entity window.
- Add a key/value pair for
radius(e.g.,radius 200).

