Grr my first real problem Created 20 years ago2004-06-02 17:36:18 UTC by davideo59 davideo59

Created 20 years ago2004-06-02 17:36:18 UTC by davideo59 davideo59

Posted 20 years ago2004-06-02 17:36:18 UTC Post #29879
Sigh Heres My log, look all the way at the bottom

** Executing...
** Command: Change Directory
** Parameters: C:SIERRACounter-Strike

** Executing...
** Command: Copy File
** Parameters: "C:Cs Mapsfy_city.map" "C:SIERRACounter-Strikecstrikemapsfy_city.map"

** Executing...
** Command: C:WORLDC~1hlcsg.exe
** Parameters: "C:SIERRACounter-Strikecstrikemapsfy_city"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:WORLDC~1hlcsg.exe C:SIERRACounter-Strikecstrikemapsfy_city
Entering C:SIERRACounter-Strikecstrikemapsfy_city.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

12 brushes (totalling 72 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.25 seconds)
SetModelCenters:
10%...50%...60%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.81 seconds)

Using Wadfile: sierracounter-strikevalvehalflife.wad
  • Contains 19 used textures, 57.58 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierracounter-strikecstrikeblackhawkdown.wad
  • Contains 14 used textures, 42.42 percent of map (30 textures in wad)
Texture usage is at 0.73 mb (of 4.00 mb MAX)
1.17 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:WORLDC~1hlbsp.exe
** Parameters: "C:SIERRACounter-Strikecstrikemapsfy_city"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:WORLDC~1hlbsp.exe C:SIERRACounter-Strikecstrikemapsfy_city

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:SIERRACounter-Strikecstrikemapsfy_city.prt'
1.05 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:WORLDC~1hlvis.exe
** Parameters: "C:SIERRACounter-Strikecstrikemapsfy_city"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:WORLDC~1hlvis.exe C:SIERRACounter-Strikecstrikemapsfy_city
355 portalleafs
986 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.31 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.52 seconds)
average leafs visible: 109
g_visdatasize:15794 compressed from 15975
8.88 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:WORLDC~1hlrad.exe
** Parameters: "C:SIERRACounter-Strikecstrikemapsfy_city"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:WORLDC~1hlrad.exe C:SIERRACounter-Strikecstrikemapsfy_city

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:WORLDC~1lights.rad']
[58 texlights parsed from 'C:WORLDC~1lights.rad']

1970 faces
Create Patches : 13330 base patches
0 opaque faces
163059 square feet [23480504.00 square inches]
2 direct lights

BuildFacelights:
10%...20%...30%...Malformed face (667) normal @
(971.00, -1743.00, 32.00)
(971.00, -1743.00, 16.00)
(971.00, -1744.00, 16.00)
(971.00, -1744.00, 32.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'

--- END hlrad ---

I did the Alt+P thing and it found nothing. Could it be the fade texture / additive because didn't use the fade texture for the whole sunbeam thing. I deleted the only possible textlight (I think it was the only one) and it still isnt working :
Posted 20 years ago2004-06-02 17:44:08 UTC Post #29881
go to check for problems, it will say: texture axis perpindicular to face. Then click it and hit fix. This happened to me and this fixed it. Hopefully, it helps. :)
Luke LukeLuke
Posted 20 years ago2004-06-02 21:44:02 UTC Post #29902
Chow, did you read all that?

Always do the check for problems before compilation. If it says something like "monster_grunt has inused keyvalues" leave it alone.
Posted 20 years ago2004-06-02 21:44:16 UTC Post #29903
I meant unused. oops.
Posted 20 years ago2004-06-02 22:36:33 UTC Post #29909
I did the Alt+P thing and it found nothing
Incase you didn't know, that is problem checker... Oh great, I have some impossible bug... I really dont want to go into Xtreme debugging.
Posted 20 years ago2004-06-02 22:40:38 UTC Post #29912
Then start over! Take chunks of it and put it into a new map, and when the error arrives in your map, leave out the part that it was in and redo it.
Posted 20 years ago2004-06-02 22:42:00 UTC Post #29913
humm I could throw some theories that I dont think matter, I am just testing out a part of the map, like 1/4 of it ive made so far. Basically I just decided that it was time to test part of it so I added lights, spawns, and a skybox around it and tried to play. There are not walls blocking the reach of the sky, you can walk right onto it if you want even though I doubt that it matters cause I'm using zoner's tools.
Posted 20 years ago2004-06-02 23:24:00 UTC Post #29915
Load the map into the Problems Map Vault - I'm sure someone will fix the problem before you can spell "davideo59" backwards...
Posted 20 years ago2004-06-03 01:06:28 UTC Post #29920
Read your own log before you post it:

Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-03 02:21:01 UTC Post #29935
He checked for problems but no problem was found, he said.

Below the error, you see 4 coordinates. Search for the face wich vertexes correspond with these coordinates, that's probably your problem-causer. Either remake that brush, or play around with the textures setting of that face (align to world, align to face).
Posted 20 years ago2004-06-03 02:29:41 UTC Post #29938
I know he tried it: I was just quoting enough for him to look it in his own log, then to find the co-ords and face number.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-03 03:18:03 UTC Post #29943
exactly, just look at the coordinates and you should find your problem!
I'm not sure if RAD will give another malformed face next time you run it though...
Posted 20 years ago2004-06-03 08:15:38 UTC Post #29982
oh,id dont use alt-p
Luke LukeLuke
Posted 20 years ago2004-06-03 11:26:20 UTC Post #30002
Trust me I looked in my own log, but I dont know how to find quardinates and face #'s - lil instruction please?
Posted 20 years ago2004-06-03 11:27:52 UTC Post #30004
the coordinates are in the lower right corner.
Posted 20 years ago2004-06-03 12:08:26 UTC Post #30016
i personally think the top overview is best for coordinates...
Posted 20 years ago2004-06-03 20:54:31 UTC Post #30159
Hey thanks all of you , I just basically looked around the area those quardinates were and there was a triangle there that was giving me errors earlier so I just deleted it and everything was cool.
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