ClocksClocksUser name
Clocks
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2009 May 16
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2009 May 17 at 03:58 UTC
Bad surface error :( in Hammer Mapping
so its workign when it saiz every time (not responding) after a while?
2009 May 16 at 16:12 UTC
Bad surface error :( in Hammer Mapping
Screw this map i give up!!! I cant fix it !!!
2009 May 16 at 16:06 UTC
Bad surface error :( in Hammer Mapping
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 14:41 UTC
Bad surface error :( in Hammer Mapping
I cant fix it maybe you can... here is the archieve http://rapidshare.com/files/233664272/de_lab3unfixed.rar.html
2009 May 16 at 13:55 UTC
Bad surface error :( in Hammer Mapping
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 13:22 UTC
Bad surface error :( in Hammer Mapping
** 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 12:44 UTC
Bad surface error :( in Hammer Mapping
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 06:50 UTC
Bad surface error :( in Hammer Mapping
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
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