Bad surface error :(

Bad surface error :(

Hammer Mapping — Page [1]
Clocks
2009 May 15 • 8
Can any1 help me? i compile my map with Hammer 3.5 but the build in programs are the ones i extracted from zhlt 3.4... The map compiles succesfully but when the game starts the map it crashes and i ge the error :bad surface extents 544/0 at position (-68,-222,312) can any1 help me with this problem?I did Alt+p and fixed the problems but this didnt solve it
 
 
 
2009 May 15 at 23:50 PDT
Farmboy102

2008 Jul 31 • 195
first of all check your wad files in wally some of the textures you used are too big so maybe you placed some paintings or something in your map or strched a texture too big. If you did theres your problem but do note that you may also have shrinked a texture too small so go through your map and scheck it out.

I hope this works coz it did when I had that problem.
Farmboy 102 LIVE WITH IT OR GET FRAGGED BY IT.
 
 
 
2009 May 16 at 04:22 PDT
Clocks
2009 May 15 • 8
well i use halflife.wad, but i only "streched" a texture when i used the fit option at a door barely higher than a man.If i got "streching wrong" then can you compile my map and add the nowadtextures thingy so i don't have to make a custom wad?Or if you can simply compile it i would be rly happy
 
 
 
2009 May 16 at 05:44 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Could you post your compile log please?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 May 16 at 06:02 PDT
Clocks
2009 May 15 • 8
** Executing...
** Command: Change Directory
** Parameters: D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrike


** Executing...
** Command: Copy File
** Parameters: "C:UsersAdministratorDesktopde_lab3de_lab3skyfinaltry.map" "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry.map"


** Executing...
** Command: D:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

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: D:PROGRA~1VALVEH~1toolshlcsg.exe "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"
Entering D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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%... (1.25 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.18 seconds)

Using Wadfile: wadhalflife.wad
- Contains 73 used textures, 98.65 percent of map (3116 textures in wad)

added 2 additional animating textures.
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 0.71 mb (of 4.00 mb MAX)
4.60 seconds elapsed

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




** Executing...
** Command: D:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

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: D:PROGRA~1VALVEH~1toolshlbsp.exe "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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...5621 (0.58 seconds)
BSP generation successful, writing portal file 'D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2482 (0.20 seconds)
SolidBSP [hull 2] 500...1000...1500...1985 (0.14 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3071 (0.28 seconds)
4.02 seconds elapsed

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




** Executing...
** Command: D:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)

************ ERROR ************
Error opening D:Program FilesGoiceasoft StudiosCounter Strike 1.bsp: No such file or directory

** Executing...
** Command: D:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

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: D:PROGRA~1VALVEH~1toolshlrad.exe "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 'D:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'D:PROGRA~1VALVEH~1toolslights.rad']

Warning: No vis information, direct lighting only.
14999 faces
Create Patches : 33349 base patches
0 opaque faces
238407 square feet [34330624.00 square inches]
33 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...Malformed face (8270) normal @
(-455.32, 580.73, 89.00)
(-455.31, 580.72, 90.37)
(-451.91, 579.36, 90.08)
(-451.91, 579.36, 89.00)
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 -----




** Executing...
** Command: D:PROGRA~1GOICEA~1COUNTE~1.8GOcstrike.exe
** Parameters: +map "de_lab3skyfinaltry"
 
 
 
2009 May 16 at 06:22 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Add zhlt.wad to your wad list.
Also does nothing come up if you press alt+p now? Oh and did you use any vertex manipulation?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 May 16 at 06:25 PDT
Clocks
2009 May 15 • 8
i did indeed use vertex manipulation.I remember the brush now, but i think i undo-ed it. So what shall i do witht he brush i vertexed?
now that i added hlzt.wad the err file saiz it didnt find it.. :(
 
 
 
2009 May 16 at 06:55 PDT — Ed. 2009 May 16 at 07:09 PDT
Clocks
2009 May 15 • 8
I cant fix it maybe you can... here is the archieve http://rapidshare.com/files/233664272/de_lab3unfixed.rar.html
 
 
 
2009 May 16 at 07:41 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Quote:

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)


You forgot to change all of the compile tools.
(Tools ---> Options ---> Build Programs) and make sure "VIS executable:" points to your hlvis.exe

Quote:

So what shall i do witht he brush i vertexed?

Delete it and re-do it. This time don't fuck it up...
QUACK! QUACK!
 
 
 
2009 May 16 at 09:00 PDT — Ed. 2009 May 16 at 09:02 PDT
Clocks
2009 May 15 • 8
i replaced with hlvis.exe and it crashes at "LeafThread:" and that hlvis appears at proceses and uses 98% of my cpu.. wtf man ive got a dual core CPU
 
 
 
2009 May 16 at 09:06 PDT — Ed. 2009 May 16 at 09:07 PDT
Clocks
2009 May 15 • 8
Screw this map i give up!!! I cant fix it !!!
 
 
 
2009 May 16 at 09:12 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
It won't use both of your cores. The compile tools take one hell of a time to run, generally speaking, and will use all available processing power. Try remaking the brush without textures for the moment to see if you can get that working.
 
 
 
2009 May 16 at 09:33 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Clocks said:
i replaced with hlvis.exe and it crashes at "LeafThread:" and that hlvis appears at proceses and uses 98% of my cpu.. wtf man ive got a dual core CPU


Are you sure it crashes? Compiling a map can take hours, it probably hasn't crashed, the map just takes a long time to compile.

Let it run for a while and see what happens.

(Also, are you compiling with a batch-file or directly from Hammer? It's recommended to compile with a batch-file since the compiles will be faster since Hammer doesn't have to run in background.)
QUACK! QUACK!
 
 
 
2009 May 16 at 10:58 PDT — Ed. 2009 May 16 at 11:03 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Also keep in mind that the compile tools will (at least I think so) give priority to compiling before Windows' poking. So they will sometimes be marked as 'Not responding' even though they'll actually still be functioning correctly.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 May 16 at 13:01 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2009 May 16 at 13:40 PDT
Clocks
2009 May 15 • 8
so its workign when it saiz every time (not responding) after a while?
 
 
 
2009 May 16 at 20:58 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
How are you compiling the map? You should be compiling with a batch-file as explained in superjers tutorial.
QUACK! QUACK!
 
 
 
2009 May 17 at 01:36 PDT
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