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'
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.
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]
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)
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 ]
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'
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.