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Редактори:Kobri, Lucky, SleepWalker, perfektnoto savur6enstvo, Lummox, -ThugLife-, Xfirb, pochti perfekten*, Keep Hope Alive
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otikz`
нд дек 06 2009, 07:58
Регистриран потребител #13581
Регистриран: нд окт 11 2009, 04:14
съобщения: 38
значи трагнах да оправям 1 карта понеже имаше някои капани които небяха добре и Т-то изоставаше и след като свърших и тръгнах да я компилирам ми даде тоя еррор и просто незнам как да го оправя

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'
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DragonClaw
нд дек 06 2009, 08:28
Регистриран потребител #18
Регистриран: пт фев 20 2009, 01:58
съобщения: 791
Alt + P, намираш съответния ерор и оглеждаш от 3D изгледа кой side на блока е с "опъната" текстура. Следкато го намериш вземи clipping tool и изрежи side-а така, че линията да е под ъгъла на съответния side, и натисни enter. Така само ще "обелиш" error-а.
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otikz`
нд дек 06 2009, 08:29
Регистриран потребител #13581
Регистриран: нд окт 11 2009, 04:14
съобщения: 38
alt + p = no errors were found
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DragonClaw
нд дек 06 2009, 08:35
Регистриран потребител #18
Регистриран: пт фев 20 2009, 01:58
съобщения: 791
Paste-ни целия лог.
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NjOyYy.
нд дек 06 2009, 08:36
Регистриран потребител #13921
Регистриран: нд ное 08 2009, 07:08
съобщения: 8
и аз имах такъв проблем но се оправих

[ Редактирано нд дек 06 2009, 08:37 ]
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otikz`
нд дек 06 2009, 08:36
Регистриран потребител #13581
Регистриран: нд окт 11 2009, 04:14
съобщения: 38
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 ([email protected])
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures deathrun_w00dfun_fixed
Entering deathrun_w00dfun_fixed.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 [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(11.23 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.38 seconds)

Using Wadfile: \d\zabavlenia\game\cs 1.6\valve\halflife.wad
- Contains 15 used textures, 48.39 percent of map (3116 textures in wad)
Using Wadfile: \d\zabavlenia\game\cs 1.6\cstrike\cstrike.wad
- Contains 7 used textures, 22.58 percent of map (123 textures in wad)
Including Wadfile: \d\zabavlenia\vhe\tools\zhlt.wad
- Contains 1 used texture, 3.23 percent of map (8 textures in wad)
Using Wadfile: \d\zabavlenia\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \d\zabavlenia\otikz.wad
- Warning: Larger than expected texture (348972 bytes): 'NGYL_STATLAVA'
- Warning: Larger than expected texture (348972 bytes): 'NGYL_VOLCANO'
- Contains 8 used textures, 25.81 percent of map (208 textures in wad)
Using Wadfile: \d\zabavlenia\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.68 mb (of 4.00 mb MAX)
17.59 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 ([email protected])
----- BEGIN hlbsp -----
Command line: hlbsp deathrun_w00dfun_fixed

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...677 (0.13 seconds)
BSP generation successful, writing portal file 'deathrun_w00dfun_fixed.prt'
SolidBSP [hull 1] 500...688 (0.06 seconds)
SolidBSP [hull 2] 500...663 (0.06 seconds)
SolidBSP [hull 3] 500...684 (0.06 seconds)
11.52 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 ([email protected])
----- BEGIN hlvis -----
Command line: hlvis deathrun_w00dfun_fixed
289 portalleafs
773 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 [ off ] [ off ]


BasePortalVis:
(0.28 seconds)
LeafThread:
(15.30 seconds)
average leafs visible: 167
g_visdatasize:10536 compressed from 10693
15.69 seconds elapsed

----- 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 ([email protected])
----- BEGIN hlrad -----
Command line: hlrad deathrun_w00dfun_fixed

-= 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 'lights.rad']
[59 texlights parsed from 'lights.rad']

7702 faces
Create Patches : 43321 base patches
0 opaque faces
579302 square feet [83419560.00 square inches]
12 direct lights

BuildFacelights:
Malformed face (2956) normal @
(2702.00, 1541.00, -109.00)
(2702.22, 1542.00, -108.88)
(2726.28, 1542.00, -96.38)
(2727.00, 1541.00, -96.00)
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 -----



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DragonClaw
нд дек 06 2009, 08:47
Регистриран потребител #18
Регистриран: пт фев 20 2009, 01:58
съобщения: 791
Някъде имаш текстура, опъната подобно на това: [натисни тук]
Чак ми се струва невъзможно, да не ти пише ерор в check прозореца, за това се опитай сам да я потърсиш. Най-често се получава при рязане на блок под много тесен ъгъл.
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otikz`
нд дек 06 2009, 10:25
Регистриран потребител #13581
Регистриран: нд окт 11 2009, 04:14
съобщения: 38
няма нищо такова :S вече някаде почти час че повече търся и няма нищо такова
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