Error with my map
Error with my map
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Hello guys.
I've just finished my de_map..
I can open it on LAN, and such, and no .err file occures.
But when i shall start it on my dedicated i get an error that says: Bad surface extents 48/432 at position (420,1538,1568)
How can i fix this problem :/?
Heres my compile log btw:
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 -nowadtextures catpee
Entering catpee.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 [ 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]
64 brushes (totalling 384 sides) discarded from clipping hulls
CreateBrush:
(0.94 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.17 seconds)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_inferno.wad
- Contains 30 used textures, 33.33 percent of map (97 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\halflife.wad
- Contains 24 used textures, 26.67 percent of map (3116 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\cs_bdog.wad
- Contains 3 used textures, 3.33 percent of map (132 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_cpl_mill.wad
- Warning: Larger than expected texture (348972 bytes): 'CAL_2'
- Contains 31 used textures, 34.44 percent of map (75 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
added 6 additional animating textures.
Warning: ::FindTexture() texture I_ROUGH1 not found!
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture I_ROUGH1 not found!
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 2.46 mb (of 4.00 mb MAX)
2.55 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 catpee
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...2664 (0.16 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2362 (0.13 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2297 (0.11 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2563 (0.14 seconds)
3.06 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 catpee
1442 portalleafs
4427 numportals
-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(3.27 seconds)
LeafThread:
(90.75 seconds)
average leafs visible: 207
g_visdatasize:135205 compressed from 261002
94.45 seconds elapsed [1m 34s]
----- 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 catpee
-= 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 'lights.rad']
[59 texlights parsed from 'lights.rad']
9038 faces
Create Patches : 61855 base patches
0 opaque faces
572413 square feet [82427552.00 square inches]
149 direct lights
BuildFacelights:
(35.16 seconds)
visibility matrix : 228.1 megs
BuildVisLeafs:
(118.95 seconds)
MakeScales:
(143.80 seconds)
SwapTransfers:
(13.52 seconds)
Transfer Lists : 71636606 : 71.64M transfers
Indices : 26758848 : 25.52M bytes
Data : 286546424 : 273.27M bytes
GatherLight:
(3.84 seconds)
FinalLightFace:
(2.09 seconds)
319.83 seconds elapsed [5m 19s]
----- END hlrad -----
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2009 Dec 12 at 01:38 UTC
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is your map to close to the edge?
I drink to forget but I always remember.
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2009 Dec 12 at 01:46 UTC
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Nope... not realy.
Edit: Prety centered.
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2009 Dec 12 at 01:58 UTC
— Ed. 2009 Dec 12 at 01:58 UTC
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Your textures are fucked up.
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2009 Dec 12 at 02:07 UTC
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You allways "helps" alot sprinkles >.<
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2009 Dec 12 at 09:44 UTC
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slackiller said: This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.
If the numbers given include a 0, such as 16345/0, it often (but not always) means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster.
If it is numbers like 3456/2 or 3/532 then it usually means a stretching texture problem. These often come from "fitting" a texture to a brush, especially thin brushes like signs or doors. Then a texture may get shrunk too far also, so do not go below 0.1 for scale or over 10 for scale, either causes frequent problems.
If the editor cannot find it for you, using the Big block elimination method or the cordon tool may be you best bet to figuring this out, unless you want to start ripping your level apart....
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 12 at 11:04 UTC
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Mate de Vita said: slackiller said: This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.
If the numbers given include a 0, such as 16345/0, it often (but not always) means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster.
If it is numbers like 3456/2 or 3/532 then it usually means a stretching texture problem. These often come from "fitting" a texture to a brush, especially thin brushes like signs or doors. Then a texture may get shrunk too far also, so do not go below 0.1 for scale or over 10 for scale, either causes frequent problems.
If the editor cannot find it for you, using the Big block elimination method or the cordon tool may be you best bet to figuring this out, unless you want to start ripping your level apart....
I was going to say that put slackiller is like 3 letters away.
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2009 Dec 12 at 19:12 UTC
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