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Autor Beitrag
000
08.01.2006, 00:53
Sharky



hi

ich bekomme beim kompilieren folgenden fehler:

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
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\Valve Hammer Editor\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-wadinclude \Steam\SteamApps\sh4rky@gmx.de\counter-strike\cstrike\custom.wad "C:\Dokumente und Einstellungen\$H4RKY\Desktop\test.map"
Entering C:\Dokumente und Einstellungen\$H4RKY\Desktop\test.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]
[\Steam\SteamApps\sh4rky@gmx.de\counter-strike\cstrike\custom.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.16 seconds)

Including Wadfile: \steam\steamapps\sh4rky@gmx.de\counter-strike\cstrike\custom.wad
- Contains 2 used textures, 8.70 percent of map (8 textures in wad)
Using Wadfile: \steam\steamapps\sh4rky@gmx.de\counter-strike\cstrike\czcs_office.wad
- Contains 19 used textures, 82.61 percent of map (305 textures in wad)
Using Wadfile: \steam\steamapps\sh4rky@gmx.de\counter-strike\cstrike\czritual_standard.wad
- Contains 1 used texture, 4.35 percent of map (121 textures in wad)
Using Wadfile: \steam\steamapps\sh4rky@gmx.de\counter-strike\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (237 textures in wad)

Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 0.64 mb (of 4.00 mb MAX)
0.42 seconds elapsed

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

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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\Valve Hammer Editor\ZHLT Compile GUI\ZHLT\HLBSP.EXE""C:\Dokumente und Einstellungen\$H4RKY\Desktop\test.map"

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] 163 (0.02 seconds)
BSP generation successful, writing portal file 'C:\Dokumente und Einstellungen\$H4RKY\Desktop\test.prt'
SolidBSP [hull 1] 105 (0.02 seconds)
SolidBSP [hull 2] 86 (0.00 seconds)
SolidBSP [hull 3] 121 (0.02 seconds)
0.31 seconds elapsed

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

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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\Valve Hammer Editor\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-full "C:\Dokumente und Einstellungen\$H4RKY\Desktop\test.map"
102 portalleafs
355 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 [ on ] [ off ]

BasePortalVis:
(0.02 seconds)
LeafThread:
(0.48 seconds)
average leafs visible: 42
g_visdatasize:1490 compressed from 1326
0.53 seconds elapsed

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

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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\Valve Hammer Editor\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-estimate -verbose -extra -sky 10 "C:\Dokumente und Einstellungen\$H4RKY\Desktop\test.map"

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

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ 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 [ 10.000 ] [ 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 ]

882 faces
Create Patches : 2928 base patches
0 opaque faces
4557 square feet [656216.31 square inches]
3 direct lights

BuildFacelights:
Malformed face (769) normal @
(1058.00, -1334.00, -208.00)
(1058.00, -1333.00, -208.00)
(1058.00, -1333.00, -160.00)
(1058.00, -1334.00, -160.00)
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 -----

hlrad: 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'

FRAGE:

wie kann ich diesen fehler beheben OHNE die/den brush/brushes zu löschen ??

im VHE wird bei ALT+P KEIN fehler angezeigt !

es handelt sich bei den brushes wo der fehler entsteh meist um komplexe kleine sachen

mfg

--

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001
08.01.2006, 01:22
ScyTheMan
Moderator


http://www.thewall.de/forum/showtopic.php?threadid=41636 -> http://www.thewall.de/analyzer.php ->

Zitat:
Problem:
Eine wirkliche Lösung oder Beschreibung, was dieser Fehler bedeutet, gibt es nicht, resp. hab ich nirgends gefunden. Spekulationen: Unvorsichtiger Umgang mit dem Vertextool / Zu nahe am Maprand gebaut / Ein fehlerhafter Brush -> Invalid brush die zhlt geben zwar an, man soll alt-p drücken, jedoch hilft das hier in den wenigsten Fällen.
Lösung:
Durch die Koordinaten, die angegeben werden, kann man den Fehlerhaften Brush aufsuchen und ihn am besten löschen, sofern ALT-P in WC nichts bringt. Es wird gemunkelt, dass man den Fehler nur beseitigen kann, wenn man die map als .map lädt, von einer erfolgreichen Fehlerbeiseitung hab ich jedoch bisher noch nirgends lesen können.

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002
08.01.2006, 14:29
Sharky



aha... thx

kann man im VHE auch nach faces suchen ???

das mit den koordinaten is durch die 2d ansicht etwas umständlich....

mfg

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