Answers to common problems, and what the editor's messages mean. Most messages appear in the status line at the bottom of the window; read it first when something seems to do nothing.
Nothing happens when I...
| Message or symptom |
Cause and fix
|
| Select 2+ brushes (active brush = cutter) |
Subtract needs at least two brushes: the ones to carve, then the cutter selected last.
|
| Select 2 or more brushes to merge |
Select at least two brushes for Merge Brushes.
|
| Select quad faces in Face Edit mode first |
Convert Face to Displacement works on four-sided faces selected with Edit Face.
|
| Select displacement faces first |
Remove Face Displacement needs displacement faces selected.
|
| Select brushes with adjacent displacement faces |
Sew Displacement Edges needs the brushes whose displacements touch.
|
| Select the brushes to hollow first / Select what to duplicate first |
Hollow and Array Duplicate need a selection.
|
| Select the brushes and props the door is made of first (or the button) |
Select what the door or button is made of before choosing the menu item.
|
| Select what to group first |
Ctrl+G needs a selection.
|
| A mirror's copy shows its source's model: replace the source. |
You tried to change the model of a prop inside a Mirror Node's copy. Change the source prop.
|
| Bake NavRegion: no regions in scene |
Place a Nav Region first.
|
| I cannot click a zone, clip or sound volume |
Edit > Click Through ... is on for that kind, or View > Show Zones / Show Collision Brushes is off. Something hidden (H, the cordon, a 2D view's cut) cannot be clicked either; Alt+H shows everything.
|
| A click selects the whole group, not the piece |
The group has Select As Group on. Pick the piece in the scene tree, or turn on Tools > Ignore Groups.
|
| The camera does not fly with WASD |
Click in the view first (or hold the right mouse button). The keys go to a text field if one has focus.
|
| The scroll wheel does not zoom in the 3D view |
In a 3D view the wheel sets flying speed. Fly closer with W; the wheel zooms in 2D views.
|
Saving and opening
| Message |
Meaning
|
| ... holds other files. Choose an empty folder, or a map's folder to replace it. |
A map is saved as a folder. Choose an empty folder.
|
| ... is not a map folder: it has no TeamSpec meta.json. |
Open the map's own folder, the one holding meta.json.
|
| ⚠ Unsaved Project! Save your project to enable auto-save |
Auto-save only works after the first save.
|
| Auto-save paused: ... changed on disk. Save to choose which version to keep. |
Files in the map folder changed outside the editor. Save, and the Files Changed on Disk dialog asks whether to overwrite them.
|
| Auto-save off: ... did not load cleanly. Save to see what is missing. |
Part of the map could not be loaded. Save to see the list; Save Anyway keeps those files exactly as they are. See File menu.
|
| Auto-save failed: ... / Error saving map: ... |
The folder could not be written. Check there is disk space and the folder is not read-only.
|
| ⚠ Missing assets |
The map uses a file that is not there. See Missing assets.
|
Playtesting
| Message |
Fix
|
| Set the TeamSpec executable in Settings before launching. |
Set TeamSpec Executable Path in Settings.
|
| Error: Failed to launch process. |
The path does not point at a working TeamSpec.exe.
|
| Playtest could not apply: ... |
The game refused the change and kept the last version. The reason follows, for example a script outside the sandbox.
|
| Playtest timed out / Playtest disconnected |
The game stopped answering or was closed. Start a new playtest.
|
| A player spawns at the middle of the map |
Their team has no spawn points.
|
| Players fall forever |
Place a World Boundary below the map.
|
| Dead players never come back |
The server script must call api.respawn_in in _player_died. See Deaths and respawns.
|
Lighting
| Message or symptom |
Meaning
|
| Nothing to bake, no static geometry found. |
The map has no still geometry to bake.
|
| Baked N mesh(es); M lie outside the play area |
Some geometry far from where play happens was left out of the bake and is lit by probes instead. Usually a stray object far away; delete or move it if it should not be there.
|
| The map is too dark to work in |
Use View > Headlight or Fullbright, or raise Exposure in Viewport Rendering. These do not change the map.
|
| Raising ambient light changes nothing |
Baked surfaces ignore ambient light. Add lights or bounces and bake again.
|
Export warnings
These appear in the export log. The export still finishes.
| Warning (shortened) |
What to do
|
| brush ...: convex decomposition failed ... Simplify or split this brush. |
The brush's shape cannot be split into collision pieces. Split it into simpler brushes.
|
| brush ... encloses no volume: it gets no collision |
A flat or broken brush. Give it thickness, or delete it.
|
| ...'s ... output names '...', which nothing in the map is called; the game drops it |
Fix the output's target name, or rename the entity it should reach.
|
| Two doors are named '...'; the game opens only the first (also logic entities, switchable parts) |
Give each its own name in the scene tree.
|
| Payload track '...' has N anchor(s) and a track needs two; it is not exported. |
Add anchors, or delete the track.
|
| Payload track '...': anchor '...' repeats marker '...' ... it is not exported. |
Marker names on one track must differ.
|
| Two payload tracks are called '...'; one exports as '...' |
Rename one; the script sees the name given.
|
| Path brush '...' makes no solid ... it is not exported. |
A path brush needs two anchors and a run that is not straight up.
|
| door ... stands on a moving platform; a door does not ride one |
Move the door out of the platform.
|
| door ... has no doorway polygons ... bots cannot use it |
Bake a nav region over the floor under the door.
|
| team N has gates but no doorway polygons |
The same, for team gates.
|
| A nav region with Bake On Export off and no stored bake is skipped |
Bake the region, or turn Bake On Export back on.
|
| Prop ...: FROM_MESH found no embedded collision, falling back to convex |
The model has no collision of its own; it gets a convex hull. Choose CONCAVE if it should be exact.
|
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