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Autor Beitrag
000
11.07.2006, 12:30
Pierre B



Hi @ all,

ich hab mal wieder ein paar Stunden an meiner Map gearbeitet, wollte sie dann wieder testcompilen, aber es trat ein "Malformed Face Normal-Error" auf! Naja, eigentlich nicht schlimm, aber er lässt sich nicht beheben und spuckt quasi willkürlich irgendwelche Koordinaten aus, die nutzlos sind! Entweder sind sie halbwegs richtig und bei den Koordinaten waren auch Brushes, aber wenn ich den dann lösche, tritt der Fehler wieder auf, nur um ca 1000 Units entfernt und wenn ich den dann wieder lösche geht es immer so weiter....... Einmal hatte ich sogar Koordinaten, die mitten in einen Brush "zeigten"! Ich habe weder ververtxte Brushes und auch nicht nahe am Rand der Map gebaut! Kann ich außer neuanfangen noch was machen?

Nun noch der Compile-Log:

** Executing...
** Command: Change Directory
** Parameters: C:\Programme\Valve

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Valve\cs_swimmbath.map" "C:\Programme\Valve\cstrike\maps\cs_swimmbath.map"

** Executing...
** Command: C:\Programme\ZhlT\hlcsg.exe
** Parameters: "C:\Programme\Valve\cstrike\maps\cs_swimmbath"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\Programme\ZhlT\hlcsg.exe C:\Programme\Valve\cstrike\maps\cs_swimmbath
Entering C:\Programme\Valve\cstrike\maps\cs_swimmbath.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

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

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

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10..20..30..40..50..60..70..80..90.. (1.59 seconds)
SetModelCenters:
10..20..30..40..50..60..70..80..90.. (0.00 seconds)
CSGBrush:
10..20..30..40..50..60..70..80..90.. (2.02 seconds)

Using Wadfile: \programme\valve\cstrike\used.wad
- Warning: Larger than expected texture (348972 bytes): 'ALPHAMAP'
- Contains 32 used textures, 100.00 percent of map (34 textures in wad)

Texture usage is at 1.88 mb (of 4.00 mb MAX)
5.63 seconds elapsed

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

** Executing...
** Command: C:\Programme\ZhlT\hlbsp.exe
** Parameters: "C:\Programme\Valve\cstrike\maps\cs_swimmbath"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\Programme\ZhlT\hlbsp.exe C:\Programme\Valve\cstrike\maps\cs_swimmbath

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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 500...1000...1500...1814 (0.22 seconds)
BSP generation successful, writing portal file 'C:\Programme\Valve\cstrike\maps\cs_swimmbath.prt'
SolidBSP [hull 1] 500...1000...1500...1811 (0.20 seconds)
SolidBSP [hull 2] 500...1000...1500...1659 (0.19 seconds)
SolidBSP [hull 3] 500...1000...1500...1977 (0.25 seconds)
6.03 seconds elapsed

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

** Executing...
** Command: C:\Programme\ZhlT\hlvis.exe
** Parameters: -fast "C:\Programme\Valve\cstrike\maps\cs_swimmbath"

g_fastvis = true
hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\Programme\ZhlT\hlvis.exe -fast C:\Programme\Valve\cstrike\maps\cs_swimmbath
1063 portalleafs
2869 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10..20..30..40..50..60..70..80..90.. (6.83 seconds)
average leafs visible: 370
g_visdatasize:104484 compressed from 141379
8.89 seconds elapsed

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

** Executing...
** Command: C:\Programme\ZhlT\hlrad.exe
** Parameters: "C:\Programme\Valve\cstrike\maps\cs_swimmbath"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\Programme\ZhlT\hlrad.exe C:\Programme\Valve\cstrike\maps\cs_swimmbath

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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:\Programme\ZhlT\lights.rad']
[59 texlights parsed from 'C:\Programme\ZhlT\lights.rad']

6697 faces
Create Patches : 52543 base patches
0 opaque faces
601497 square feet [86615616.00 square inches]
1 direct lights

BuildFacelights:
Malformed face (9) normal @
(434.00, 926.00, 64.00)
(434.00, 926.00, -81.00)
(389.00, 926.00, -81.00)
(389.00, 926.00, 64.00)
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 -----

Danke im Vorraus!

--

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001
11.07.2006, 13:12
Richman
Moderator


Hast du mal getan, was dir die Compiler vorschlagen?

Zitat:
Pierre B postete
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'
Das Problem scheint nicht an einem Brush selber zu liegen sonder liegt an einem Face eines Brushes, welches eine unmögliche Texturausrichtung aufweist.

--

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www.richmans-maps.ch.vu - wieder online!

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002
11.07.2006, 17:02
Pierre B



Na klar hab ich Alt+P gedrückt (is ja auch das erste, was man macht)...... aber da stand nix drin......

@ Richman: Was meinst du mit "unmögliche Texturausrichtung?"

--


Dieser Beitrag wurde am 11.07.2006 um 17:04 von Pierre B bearbeitet.
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003
11.07.2006, 17:13
Richman
Moderator


Das steht in der Fehlermeldung von ZHLT. Ich vermute damit sind Texturskalierungen und Verschiebungen gemeint, die jenseits von gut und böse sind. Also wenn du z.B. eine Textur um das 1000 Fache vergrössert hast, oder sowas in der Art.

--

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www.richmans-maps.ch.vu - wieder online!

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004
11.07.2006, 17:44
Pierre B



Nja, tausend nicht...... aber 999, wegen MAX_PATCHES........ evtl habe ich ja irgendwo 9999 eingegeben.......

Danke!

--

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005
11.07.2006, 20:45
Agamemnon-Hellmapper



999 ist in der Regel auch schon Ungesund... alles über 10 tendiert dazu zu verrecken...

Wenn du Patches sparen willst, nimm Nodraw.
Ach ne Quatsch, bei HL1 heißt das ja noch "NULL".

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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006
18.12.2006, 19:10
StoneCold



Hi,

ich holen den Post mal wieder hervor. Da ich leider das selbe Problem wieder Threadstarter habe :(

Bei mir stehen auch koordinaten drin wo entweder nichts ist, oder wenn ich den brush lösche ist der fehler an einer anderen Stelle. Eine Texture größer skaliert hab ich auch nicht, nur meine 512x512 kleiner gemacht (50%).

Was ich noch erstaunliches Festgestellt habe, meine map hat einen part1 und part2. Kompilier ich diese einzeln ist alles i.O. Pack ich beide zusammen, kommt es zu diesen Fehler .... Jemand vllt eine Idee????

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg.exe -estimate -chart -nowadtextures -texdata 8192 -high "G:\CS\Editor\Valve Hammer Editor\holodeckbhop\test.map"
Entering G:\CS\Editor\Valve Hammer Editor\holodeckbhop\test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

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

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

2 brushes (totalling 16 sides) discarded from clipping hulls
CreateBrush:
(0.97 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.03 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 9386/32768 187720/655360 (28.6%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 768/32767 30720/1310680 ( 2.3%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/8388608 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 218440 bytes ===

Using Wadfile: \counter-strike 1.6\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\halflife.wad
- Contains 16 used textures, 31.37 percent of map (3116 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\null.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \cs\editor\valve hammer editor\minibhop\timer\timecounter.wad
- Contains 3 used textures, 5.88 percent of map (17 textures in wad)
Using Wadfile: \cs\editor\valve hammer editor\holodeckbhop\vorlage enterprise\de_enterprise-d_btm.wad
- Warning: Larger than expected texture (348972 bytes): 'NDROCK1'
- Warning: Larger than expected texture (348972 bytes): 'LAVAROCK'
- Warning: Larger than expected texture (348972 bytes): '!LAVAHELL'
- Warning: Larger than expected texture (348972 bytes): 'SCROLLLAVAL'
- Contains 32 used textures, 62.75 percent of map (243 textures in wad)
Using Wadfile: \cs\editor\valve hammer editor\ny_jumpmap\ny_jumpmap.wad
- Warning: Larger than expected texture (348972 bytes): 'DSWAMPMUD1'
- Warning: Larger than expected texture (348972 bytes): 'CHECKFLOOR1'
- Warning: Larger than expected texture (348972 bytes): 'BILD1'
- Warning: Larger than expected texture (348972 bytes): 'WYETH-WALL-META'
- Contains 0 used textures, 0.00 percent of map (64 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 12 additional animating textures.
Texture usage is at 2.25 mb (of 8.00 mb MAX)
2.67 seconds elapsed

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

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp.exe -estimate -chart -texdata 8192 -high -maxnodesize 4096 "G:\CS\Editor\Valve Hammer Editor\holodeckbhop\test.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 4096 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1018 (0.39 seconds)
BSP generation successful, writing portal file 'G:\CS\Editor\Valve Hammer Editor\holodeckbhop\test.prt'
SolidBSP [hull 1] 500...1000...1134 (1.06 seconds)
SolidBSP [hull 2] 500...1000...1128 (1.05 seconds)
SolidBSP [hull 3] 500...1000...1188 (1.05 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/400 6272/25600 (24.5%)
planes 2930/32768 58600/655360 ( 8.9%)
vertexes 5067/65535 60804/786420 ( 7.7%)
nodes 1639/32767 39336/786408 ( 5.0%)
texinfos 768/32767 30720/1310680 ( 2.3%)
faces 3744/65535 74880/1310700 ( 5.7%)
clipnodes 4909/32767 39272/262136 (15.0%)
leaves 1235/8192 34580/229376 (15.1%)
marksurfaces 4822/65535 9644/131070 ( 7.4%)
surfedges 17241/512000 68964/2048000 ( 3.4%)
edges 8928/256000 35712/1024000 ( 3.5%)
texdata [variable] 2361032/8388608 (28.1%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 18996/524288 ( 3.6%)
63 textures referenced
=== Total BSP file data space used: 2838812 bytes ===
4.84 seconds elapsed

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

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis.exe -estimate -chart -texdata 8192 -high -full "G:\CS\Editor\Valve Hammer Editor\holodeckbhop\test.map"
431 portalleafs
1205 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

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

BasePortalVis:
(0.34 seconds)
LeafThread:
(74.38 seconds)
average leafs visible: 172
g_visdatasize:15257 compressed from 23274

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/400 6272/25600 (24.5%)
planes 2930/32768 58600/655360 ( 8.9%)
vertexes 5067/65535 60804/786420 ( 7.7%)
nodes 1639/32767 39336/786408 ( 5.0%)
texinfos 768/32767 30720/1310680 ( 2.3%)
faces 3744/65535 74880/1310700 ( 5.7%)
clipnodes 4909/32767 39272/262136 (15.0%)
leaves 1235/8192 34580/229376 (15.1%)
marksurfaces 4822/65535 9644/131070 ( 7.4%)
surfedges 17241/512000 68964/2048000 ( 3.4%)
edges 8928/256000 35712/1024000 ( 3.5%)
texdata [variable] 2361032/8388608 (28.1%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 15257/2097152 ( 0.7%)
entdata [variable] 18996/524288 ( 3.6%)
63 textures referenced
=== Total BSP file data space used: 2854069 bytes ===
74.97 seconds elapsed [1m 14s]

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

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad.exe -estimate -chart -texdata 8192 -high -extra -bounce 3 -smooth 55 -lights valve.rad "G:\CS\Editor\Valve Hammer Editor\holodeckbhop\test.map"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 3 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 [ 55.000 ] [ 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 'G:\CS\Editor\Valve Hammer Editor\tools\lights.rad']
[1 texlights parsed from 'G:\CS\Editor\Valve Hammer Editor\tools\lights.rad']

[Reading texlights from 'valve.rad']
[48 texlights parsed from 'valve.rad']

3744 faces
Create Patches : 17480 base patches
0 opaque faces
99634 square feet [14347299.00 square inches]
28 direct lights

BuildFacelights:
Malformed face (1185) normal @
(142.00, -1441.00, -1347.00)
(104.00, -1441.00, -1351.96)
(104.00, -1441.00, -1345.20)
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 -----

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007
18.12.2006, 20:45
Agamemnon-Hellmapper



Alt+p gedrückt?

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Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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008
18.12.2006, 21:00
StoneCold



vergessen zu sagen, hab ich gemacht .... nur ein fehler, vom Start und Endbuttom fehlt der Endbutton. Aber das liegt definitiv nicht daran.

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Dieser Beitrag wurde am 18.12.2006 um 21:05 von StoneCold bearbeitet.
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009
19.12.2006, 16:17
Schmogel



hi
ich könnt mir vorstellen, dass das an der anzahl der wads liegt, du hast ja relativ viele (11), das sind glaub ich mehr als der verträgt, lösch mal ein paar aus der liste

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Dieser Beitrag wurde am 19.12.2006 um 16:18 von Schmogel bearbeitet.
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010
21.12.2006, 18:33
StoneCold



Geht ja sonstmit 11 wads auch, aber hab es versucht und brachte leider nichts. Einfachste Lösung, habs nochmal gebaut und diesmal hat es geklappt. Ist nun nicht ganz so schön, aber geht...

Noch eine andere Frage, möchte keinen neuen Thread aufmachen...

Beispiel: Raum1 (Start) >> Teleporter zu Raum2 >>> am ende von Raum2 ein Teleporter zu Raum3.

Habe erst Raum1 und Raum2 gebaut, geht wunderpaar und Hübsch. Für den Raum3 hab ich einfach ein Kopie von Raum1 gemacht (mit gedrückter SHIFT Taste und Maus rüber ziehen). Wenn ich dies Kompiliere kommt es zu einen Leak, wo aber definitiv keiner ist :-(

Hab bissl rumgetestet, alle Enitiy entfernt (kann ja damit Konflikt geben). ALT+P bringt nichts. Wenn ich aber Raum3 lasse und Raum1 lösche, geht es wieder....

Hoffe Ihr versteht was ich meine *grml*

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