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000 04.09.2007, 19:33 Hammernoobs |
Hallo Leute, Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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001 04.09.2007, 19:37 Raziel |
kommen beim drücken von alt+p im editor irgendwelche fehler? |
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002 04.09.2007, 19:43 Hammernoobs |
nein leider nicht hab ich scho vesucht Current hlcsg Settings noclip [ off ] [ off ] 0 brushes (totalling 0 sides) discarded from clipping hulls Error: Entity 0, Brush 1422, Side 8: has a coplanar plane at (88, 1174, -1208), texture CUWOODM Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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003 04.09.2007, 20:05 Hammernoobs |
hoff des is des wichtigste hat ned mehr nei gepasst da hab ichs gekürzt^^ --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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004 04.09.2007, 20:22 Hammernoobs |
soll ich noch mehr hinschreib oder erst morgen mit ner antwort rechnen sorry aber ich bin ungeduldig --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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005 04.09.2007, 20:32 Wallproo |
du bist ja frech...threadpushing... naja, du kannst ja mal nach den Brushes suchen. International Defense Force
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006 04.09.2007, 20:35 Hammernoobs |
naja ich hab ja schon des obkakt gesucht und es ist eig in odnung naja vielleicht kennt sich ja einer noch in hl1 aus und würde mir gerne helfen^^ --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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007 04.09.2007, 20:46 WareWolf |
wieviele Seitenflächen haben denn diese Zylinder? Vielleicht sind es einfach nur zuviele und die Faces werden zu klein. Wenn ihr r_speeds faceschonend mappt, sollten 8 Flächen oder weniger sowieso genügen um gut auszusehen. Ansonsten fällt mir auch nicht mehr dazu ein.. --Sig as a brick ┴┬┴┬┴┬┴┬┴┬┴┬┴ |
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008 04.09.2007, 21:06 Hammernoobs |
ja ka ich gleb acht ja denk scho jo sin ach hab nomma nachgeguckt --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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009 04.09.2007, 22:26 Agamemnon-Hellmapper |
Ich frag mich immer, wie man das da: Description: The map has a problem which must be fixed überlesen kann. --Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen: |
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010 05.09.2007, 13:32 Hammernoobs |
ganz doof bin ich ach ned aber das fixen geht nur wenn der hammer editor fehler findet und diese dann automatisch durch fixen behebt. leider findet der hammer editor keine fehler --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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011 05.09.2007, 13:34 Hammernoobs |
vielleicht ja doch wo is die datei ich such se halt ma --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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012 05.09.2007, 13:41 Hammernoobs |
was hessten des ich kann englisch noch ned so gut^^ This error is always caused by vertex manipulation. A plane is defined by 3 unique coordinates. If any of the three coordinates are the same, then you don't really have a plane (its either a line or a point). There is no way to fix this error other than to delete the brush and recreate it completely. This is most commonly caused by dragging a vertex ontop of another to destroy it for several vertexes of the same face. The resulting brush can even look correct, but the side which you have destroyed can still have a point or two defined for it. The proper way to remove a face is to use a clipper. If the object is simple (say converting a square to a wedge), then dragging an edge via the yellow control points to merge multiple vertexes at once will probably be safe. brush with coplanar faces This is always caused by vertex manipulation. Say you have a five sided object like the following diagram: Moving the top point down to make the object into a square, will cause this error, as now 2 faces are on the same plane, which is not allowed: To fix this problem, either move the vertex causing the coplanar warning to make the brush convex again, or move the rogue vertex onto one of its neighbors to destroy it. brush 'outside world' There are a few cases that create the 'outside world' error. The first is an damaged brush, almost always created by a vertex manipulation gone wrong. The coordinates listed in the error are very important in diagnosing the error. If any of the coordinates are -9000 or 9000, then the brush is damaged, and most likely needs replacing completely. The second most common case is actually having a brush near or outside the edge of the allowable region for the world. The brushes are expanded slightly for some of the calculations during a compile, so brushes near the edge within 64 units will cause the error too. The cordon tool creates brushes automatically to box in the cordon region, and their brushes can sometimes be quite large, and also extend outside the world. This can be verified by opening up the .map created by an export with cordon enabled, and looking to see what brushes it made. mixed face contents In Halflife, brushes are required to have all faces be of the same type (solid, water, slime, sky, origin). Fortunately almost all textures are solid. If you put a water texture on one side of a brush which has dirt or steel textures for example, that would generate the error. The engine needs to know what is inside the brush, and it would be real confusing if different types could be put onto the same brush. The fix is relatively simple. Simlpy find the offending brush, and then the faces with the inappropriate texture and change it. If a brush uses SKY, all sides must be sky. The same is true for CLIP, and ORIGIN textures as well. If you are careful it is possible to mix water textures (provided you don't accidently use a slime texture on the brush) === LEAK in hull 0 === === LEAK in hull 1 === Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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013 05.09.2007, 13:42 Hammernoobs |
You can generally ignore these, but there is a possibility that part of the world somewhere will either be solid where it shouldn't, or vice versa. Leaf portal saw into leaf Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary. Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for hlrad will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps. HLVIS is SLOW First, if the world has been 'boxed in' to prevent leaks, vis has to spend large amounts of time on the exterior gaps which would normally not exist on a map without a box. Second, The architecture which connects 'areas' together might be a bit confusing for vis to figure out. It is somewhat difficult to explain, but a few examples would be: halls lacking a wall somewhere which is not directly on the XZ or YZ plane; halls that intersect rooms on a plane other than XZ or YZ, large rooms with walls that are not vertical; halls that connect two areas but the areas can see each other through the hall; Lots of little tiny brushwork in an area (especially large areas) that is not an entity. Third, vis is quickly brought to a crawl by large outdoor areas that are not extremely carefully constructed to not too see much 'indoors'.. And finally, using an older version of gensurf that does not support ZHLT's HINT brushes. It is highly advised experiment heavily with test maps with sample architecture, using software mode, r_drawflat 1, and r_draworder 1 in order to see how vis works. Also, read the HINT brush tutorials described in the section on HINTs. HLRAD is SLOW/stuck on makescales The vismatrix hlrad needs to run takes exponentially more RAM as the vismatrix grows. The formula is 'number of patches' squared, then divided by 16. This number is how many bytes it will consume. The maximum is 65535 patches, so the maximum vismatrix is 256Mb of RAM. Furthermore, the amount of memory the vismatrix uses is not all the memory hlrad needs to run. Depending on the visibility of the map, the 'scales' cache consumes large amounts of memory at once as well. For most maps, this amount of memory is close to 1/2 the size of the vismatrix. This generally equates to a maximum of 128Mb, or a system total of 384Mb to run the worst case (65535 patches) map. The makescales phase has a tendency to run fast right up until it runs out of physical memory and has to start relying on the swapfile. This is frequently noticeable as makescales running quickly (say 20 minutes) up until the 90% mark, then taking several hours to finish the last 10%. This is always caused by running out of physical memory, and the last 10% work requiring heavy use of the swapfile. If more architecture is added to the map, one can see that it will start taking exponentially longer to compile, until the RAM is upgraded. Besides simply adding large quantities of RAM to the computer, the fix for this problem is identical to fixing a MAX_PATCHES error. Applying those fixes will reduce the number of patches, and cause HLRAD to need less memory, often speeding up the compile dramatically. If all has been done, there is also the option of using -bounce 0 with HLRAD, and using just direct lighting for test compiles of the map. Ideally one would then using a non-zero -bounce for the final compile. Bad Surface Extents missing [ in texturedef One or more faces has no texture, or the texturename is just made up of spaces. Check for problems in WC 3.3 should detect them as 'invalid texture' messages. How the heck do I use HINTs/How does VIS work MAX_MAP_CLIPNODES When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time). If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space. --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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014 05.09.2007, 15:24 Agamemnon-Hellmapper |
brush with coplanar faces This is always caused by vertex manipulation. Say you have a five sided object like the following diagram: Moving the top point down to make the object into a square, will cause this error, as now 2 faces are on the same plane, which is not allowed: Nur mal zur info! Diese Hilfedatei... Da IST SOGAR EIN BILD DABEI! Gehts denn noch klarer? Hmpf... und jetzt benutz einmal dein eigenes Hirn! Übersetzung: 2 Flächen eines Brushes liegen in derselben Ebene, was verboten ist. --Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen: |
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015 05.09.2007, 16:14 Hammernoobs |
die bilder gehn leider ned da ist oben im eck ein kleines rotes kreuz^^aber wenn du meinst dass ich doof bin ich hab scho öfter erwähnt dass ich kei ahnung von hammer hab und deswegen euch frag^^ Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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016 05.09.2007, 18:53 Agamemnon-Hellmapper |
http://zhlt.info/common-mapping-problems.html Da sollten die Bilder gehen. Und dann ist hoffentlich endlich klar, was du falsch machst. --Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen: |
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017 05.09.2007, 22:18 Hammernoobs |
ok wir schauen mal wie wir die zwei flächen der brushes weg bekommen Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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018 06.09.2007, 00:18 Hammernoobs |
ok jetz sind die fehler mit den brushes auf einer ebene weg aber es tritt ein neuer fehler mit einem offenen raum oder einem kaputten brush hier der log: hlcsg v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002) Current hlcsg Settings noclip [ off ] [ off ] Using mapfile wad configuration 0 brushes (totalling 0 sides) discarded from clipping hulls Using Wadfile: \spiele\cs1.6\cstrike\chateau.wad Warning: More than 8 wadfiles are in use. (29) added 2 additional animating textures. ----- END hlcsg ----- hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002) Current hlbsp Settings noclip [ off ] [ off ] BSP generation successful, writing portal file 'f:\Spiele\map klein\test2.prt' ----- END hlbsp ----- hlvis v2.5.3 rel Custom Build 1.6 (Jun 3 2002) ----- END hlvis ----- hlrad v2.5.3 rel Custom Build 1.6 (Jun 3 2002) ----- END hlrad ----- --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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019 06.09.2007, 00:19 Hammernoobs |
da steht was von larger than expectet texture kann des sein ddass unsre wand zu groß ist oder so --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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020 06.09.2007, 00:36 Skuldoon |
1. nich alles auf einer partition, schonmal verdammt schlecht Nur die, welche sich für ganz stark und extra erwachsen halten trinken Kaffee ohne Milch. Das sind meist auch die Leute, welche rassistisch und homophob sind. Da Rassismus von Minderwertigkeitsgefühlen und Homophobie von latenter Homosexualität stammt, trinken also nur ängstliche Schwule Kaffee ohne Milch. Das wurde wissenschaftlich durch Galileo auf Pro7 bewiesen. |
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021 06.09.2007, 00:52 Hammernoobs |
ahja ok danke ich pfusch ma weiter rum^^ --Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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022 06.09.2007, 03:10 Hammernoobs |
jaaaaaaaa unsre map geht jetz erst ma aber sind noch en paar bugs da: Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? Dieser Beitrag wurde am 06.09.2007 um 03:11 von Hammernoobs bearbeitet. |
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023 06.09.2007, 10:03 rawe |
änder den fx-amount Wert der Fenster damit sie nich 100% durchsichtig sind. Das mi den Türen könnte daran liegen das der origin-brush nicht mit zum entity hinzugefügt wurde. --O o |
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024 06.09.2007, 13:00 Hammernoobs |
das is klar mit dem fx amount aber mir ham die auf 60 und die verschwinden aber nur einige weil der größte teil zu sehen ist^^ Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit? |
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