Texture axis perpendicular to face?? Created 19 years ago2005-11-24 00:53:01 UTC by x2xPeterson x2xPeterson

Created 19 years ago2005-11-24 00:53:01 UTC by x2xPeterson x2xPeterson

Posted 19 years ago2005-11-24 00:53:01 UTC Post #148734
i need help with this.. have no clue what it means. heres the log .

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppsbeefcorycondition zero

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapsdemap.map" "C:Program FilesSteamSteamAppsbeefcorycondition zeroczeromapsdemap.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:Program FilesSteamSteamAppsbeefcorycondition zeroczeromapsdemap"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:Program FilesSteamSteamAppsbeefcorycondition zeroczeromapsdemap.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: program filesvalve hammer editorhalflife.wad
Using WAD File: program filesvalve hammer editorliquids.wad
Using WAD File: program filesvalve hammer editorcstrike.wad
Using WAD File: program filesvalve hammer editorczde_dust.wad
Using WAD File: program filesvalve hammer editortorntextures.wad
Using WAD File: program filesvalve hammer editorzhlt.wad
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:Program FilesSteamSteamAppsbeefcorycondition zeroczeromapsdemap"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:Program FilesSteamSteamAppsbeefcorycondition zeroczeromapsdemap.prt
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "C:Program FilesSteamSteamAppsbeefcorycondition zeroczeromapsdemap"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
221 portalleafs
534 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (1)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (1)
average leafs visible: 39
visdatasize:4756 compressed from 6188
2.0 seconds elapsed

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "C:Program FilesSteamSteamAppsbeefcorycondition zeroczeromapsdemap"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

1534 faces
121543 square feet [17502278.00 square inches]
8169 patches after subdivision
7 direct lights
BuildFacelights: 0...1...2...3...4...
********** ERROR **********
Texture axis perpendicular to face
Posted 19 years ago2005-11-24 01:06:40 UTC Post #148735
First, Google and download the ZHLT tools, which replace the old Q(uake) tools. Secondly: Teh Clicky!
AJ AJGlorious Overlord
Posted 19 years ago2005-11-24 01:08:46 UTC Post #148736
thanks homie :)
Posted 19 years ago2005-11-24 20:08:26 UTC Post #148879
and 2nd, to fix the tex axis perp to face thingy, find what brush it is, ZHLT should tell you. Select it through the find brush menu, make sure to use both the ent and brush numbers provided by ZHLT. Then press the texture application tool, the one above the box with a target on it, and press the WORLD check box.
Posted 19 years ago2005-11-24 22:09:15 UTC Post #148891
Tis but a texture application problem caused by poor Vertex Manipulation, or exesive use of EVIL tools, such as:

Carve
Hollow
manually shrinking a brush waaay too small...

Good luck figuring out what ya did ;)
Posted 19 years ago2005-11-25 01:41:47 UTC Post #148930
all texture steching and perp to face problems are solved by selecting the steched face and aligning it to world. you should know that by now BL
Posted 19 years ago2005-11-25 02:30:48 UTC Post #148937
I was commenting on how the problem occured, not how to solve it. Its best to avoid a problem before it occurs.
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