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Autor Beitrag
000
16.11.2003, 21:16
VolkoV



der error treibt mich langsam zum wahnsinn, hammer zeigt keine probleme an
ververtexte brushes hab ich keine gefunden
texturfehler sind keine sichtbar

LOG:

d:\games\q2Beaver4>ECHO OFF
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: hlcsg.exe AAALPE~1.map
Entering AAALPE~1.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]

112 brushes (totalling 672 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.30 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.38 seconds)

Using Wadfile: \games\half-life\valve\halflife.wad
- Contains 45 used textures, 51.72 percent of map (3116 textures in wad)
Using Wadfile: \games\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\half-life\cstrike\itsitaly.wad
- Contains 3 used textures, 3.45 percent of map (99 textures in wad)
Using Wadfile: \games\half-life\cstrike\aaalpenlan.wad
- Contains 33 used textures, 37.93 percent of map (47 textures in wad)
Using Wadfile: \games\half-life\cstrike\cstrike.wad
- Contains 3 used textures, 3.45 percent of map (123 textures in wad)
Using Wadfile: \games\half-life\cstrike\cs_assault.wad
- Contains 3 used textures, 3.45 percent of map (22 textures in wad)
Including Wadfile: \games\half-life\cstrike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)

added 13 additional animating textures.
Texture usage is at 2.30 mb (of 4.00 mb MAX)
15.86 seconds elapsed

----- END hlcsg -----

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: hlbsp.exe AAALPE~1.bsp

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 'AAALPE~1.prt'
10.52 seconds elapsed

----- END hlbsp -----

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: hlvis.exe AAALPE~1.bsp
1049 portalleafs
2994 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%... (14.63 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (114.99 seconds)
average leafs visible: 122
g_visdatasize:57217 compressed from 138468
129.92 seconds elapsed [2m 9s]

----- END hlvis -----

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: hlrad.exe -extra AAALPE~1.bsp

-= 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)[ on ] [ 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 'lights.rad']
[1 texlights parsed from 'lights.rad']

8268 faces
Create Patches : 40337 base patches
30 opaque faces
225341 square feet [32449160.00 square inches]
1393 direct lights

BuildFacelights:
10%...20%...Malformed face (1679) normal @
(768.00, 238.00, -116.00)
(768.00, 232.00, -116.00)
(768.00, 232.00, -107.53)
(768.00, 272.00, -88.80)
(768.00, 272.00, -100.00)
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 o
f 'Texture axis perpindicular to face'

----- END hlrad -----

--

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001
16.11.2003, 21:20
Small_Player



guck einfach mal was an der stelle/ stellen:
(768.00, 238.00, -116.00)
(768.00, 232.00, -116.00)
(768.00, 232.00, -107.53)
(768.00, 272.00, -88.80)
(768.00, 272.00, -100.00)
ist.

lösch den brush mal und probier es neu!

--

Zitat:
Agamemnon-Hellmapper
"Mithilfe der Dreifaltigkeit aus Suchfunktion, Tutorials und Hirn."
www.MicHappe.de

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002
16.11.2003, 21:42
VolkoV



hmm n paar dachstreben mit 19 grad schräger textur auf 99 gescalt, hab die mal bischen abgeändert + 2-3 brushes in der nächsten umgebung, mal gucken was die compiler dazu meinen. geht jetzt wohl ne weile, die map braucht 1stunde 45 min zum compilen :)

--

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003
16.11.2003, 22:32
ScyTheMan
Moderator


Zitat:
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences o
f 'Texture axis perpindicular to face'
Hast du das mal in der *.map getestet?

--

http://choerbaert.org
Ein Gespenst geht um im Netz - das Gespenst des Open Source
csndr

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004
18.11.2003, 22:30
VolkoV



hmm nein, alles blos immer in der rmf
na ja, den bug hab ich nimmer, war die schräge textur, hab sie geändert, dann giengs
der witz daran, ich hab die schrägen texturen genau so an ner anderen stelle (war glaub sogar koppiert), und dort war kein bug

na ja, bin froh das ich drüber weg bin, thx leute
die map gibts unter http://www.aaalpen.ch/de_aaalpenlan/ wenns interressiert

--

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