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Autor Beitrag
000
13.03.2007, 22:49
mEdic



tut mir leid, ich will nicht lamen nur ich habe wieder dasselbe problem, jedoch habe ich mit strg + p nix finden können und habe auch nicht zu viele waddateien in use könnt ihr mir helfen?

--

cogito ergo sum

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001
13.03.2007, 22:50
mEdic



** Executing...
** Command: Change Directory
** Parameters: C:\Sierra\Half-Life\cstrike

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\ValveHammerEditor\zhlt32bit\de_rauhutZ[neu]!!!.map" "C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZHLT32~1\hlcsg.exe
** Parameters: "C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!"

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:\PROGRA~1\VALVEH~1\ZHLT32~1\hlcsg.exe C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!
Entering C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.20 seconds)
SetModelCenters:
10%...20%...50%...60%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.83 seconds)

Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 4 used textures, 3.77 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 73 used textures, 68.87 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 3 used textures, 2.83 percent of map (24 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\cstrike.wad
- Contains 10 used textures, 9.43 percent of map (123 textures in wad)
Using Wadfile: \sierra\counter-strike\cstrike\cs_dust.wad
- Contains 2 used textures, 1.89 percent of map (28 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\de_piranesi.wad
- Contains 14 used textures, 13.21 percent of map (149 textures in wad)

added 23 additional animating textures.
Texture usage is at 1.77 mb (of 4.00 mb MAX)
5.33 seconds elapsed

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

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZHLT32~1\hlbsp.exe
** Parameters: "C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!"

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:\PROGRA~1\VALVEH~1\ZHLT32~1\hlbsp.exe C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!

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...2000...2500...3000...3500...4000...4500...5000...5500...6000...6274 (1.02 seconds)
BSP generation successful, writing portal file 'C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3791 (0.42 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3103 (0.28 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4563 (0.52 seconds)
6.41 seconds elapsed

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

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZHLT32~1\hlrad.exe
** Parameters: "C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!"

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:\PROGRA~1\VALVEH~1\ZHLT32~1\hlrad.exe C:\Sierra\Half-Life\cstrike\maps\de_rauhutZ[neu]!!!

-= 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:\PROGRA~1\VALVEH~1\ZHLT32~1\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\VALVEH~1\ZHLT32~1\lights.rad']

Warning: No vis information, direct lighting only.
11789 faces
Create Patches : 28074 base patches
0 opaque faces
132445 square feet [19072160.00 square inches]
632 direct lights

BuildFacelights:
Malformed face (183) normal @
(2035.00, 2376.00, 80.00)
(2035.00, 2376.00, 81.00)
(2035.00, 2373.00, 83.37)
(2035.00, 2373.00, 80.00)
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 -----

--

cogito ergo sum

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002
13.03.2007, 22:56
Raziel



1. doppel post vermeiden - editieren
2. http://www.thewall.de/analyzer.php -> log rein, lesen, verstehen, umsetzen ;)

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003
14.03.2007, 14:10
sync



Zitat:
Malformed face (183) normal @
(2035.00, 2376.00, 80.00)
(2035.00, 2376.00, 81.00)
(2035.00, 2373.00, 83.37)
(2035.00, 2373.00, 80.00)
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'
Muuh ^^

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.

--

[CS:S-, CSP- und TF2-Maps ]

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