Ahojte, po siedmich rokoch som sa nostalgicky pozrel spat na toto forum a ono este stale existuje Nedokazal som si obnovit stary ucet, email uz je zruseny tak aspon takto sa hlasim
Ahoj, je možný, že když kompiluju mapu s VIS a RAD na normal, tak se mi nevytvoří žádné světlo, jako bych to vůbec nekompiloval (tak se mi světlo nevytvořilo ani na "expert" )?Po "dokončení" kompilace mi to hodí hlášku : 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'. Chtěl jsem to fixnout, ale v "check for problems" žádný error nemám. Kompilace trvalo přes půl hodiny a žádný stíny atp. v mapě nevidím.
Jestě jsem dám log z kompilace:
Spoiler:[ZobrazitSchovat]
hlcsg v3.4 VL23 (Jan 7 2011)
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 (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: H:\PROGRA~1\cs\hammer\VHLT\hlcsg.exe c:\users\***\desktop\cs\palac\asics_palac15 -wadinclude cs_ramassis.wad -wadinclude ramassis.wad -wadinclude ramassis2 -wadinclude tfc_ramassis
Arguments: c:\users\***\desktop\cs\palac\asics_palac15 -wadinclude cs_ramassis.wad -wadinclude ramassis.wad -wadinclude ramassis2 -wadinclude tfc_ramassis -low -wadautodetect
Entering c:\users\***\desktop\cs\palac\asics_palac15.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]
Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[cs_ramassis.wad]
[ramassis.wad]
[ramassis2]
[tfc_ramassis]
Including Wadfile: \program files\cs\hammer\zhlt.wad
- Contains 2 used textures, 4.35 percent of map (8 textures in wad)
Using Wadfile: \program files\cs\valve\halflife.wad
- Contains 11 used textures, 23.91 percent of map (3116 textures in wad)
Including Wadfile: \program files\cs\cstrike\kreedz_wads\ramassis.wad
- Warning: Larger than expected texture (235412 bytes): '{TREE010'
- Contains 8 used textures, 17.39 percent of map (901 textures in wad)
Including Wadfile: \program files\cs\cstrike\cs_ramassis.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 9 used textures, 19.57 percent of map (738 textures in wad)
Including Wadfile: \program files\cs\cstrike\ramassis2.wad
- Contains 15 used textures, 32.61 percent of map (740 textures in wad)
Including Wadfile: \program files\cs\cstrike\tfc_ramassis.wad
- Contains 1 used texture, 2.17 percent of map (62 textures in wad)
"wad" is "halflife.wad;"
added 3 additional animating textures.
Texture usage is at 1.34 mb (of 32.00 mb MAX)
2 redundant named lights optimized.
0.93 seconds elapsed
----- END hlcsg -----
hlbsp v3.4 VL23 (Jan 7 2011)
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 (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: H:\PROGRA~1\cs\hammer\VHLT\hlbsp.exe c:\users\***\desktop\cs\palac\asics_palac15
Arguments: c:\users\***\desktop\cs\palac\asics_palac15 -low
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 [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ 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 65536)
remove hull 2 [ off ] [ off ]
SolidBSP [hull 0] Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-83,2281,-16)-(-43,2305,32)
500...1000...1500...2000...Warning: Mixed face contents in leafnode ( -1 and -2 ) at (212,-1207,0)-(216,-1203,4)
2500...2535 (1.35 seconds)
BSP generation successful, writing portal file 'c:\users\***\desktop\cs\palac\asics_palac15.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2391 (0.84 seconds)
SolidBSP [hull 2] 500...1000...1500...1761 (0.48 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2495 (1.11 seconds)
Reduced 303 texinfos to 276
Reduced 48 texdatas to 47 (1233940 bytes to 1227684)
Reduced 8188 planes to 2569
4.61 seconds elapsed
----- END hlbsp -----
hlvis v3.4 VL23 (Jan 7 2011)
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 (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: H:\PROGRA~1\cs\hammer\VHLT\hlvis.exe c:\users\***\desktop\cs\palac\asics_palac15 -full
Arguments: c:\users\***\desktop\cs\palac\asics_palac15 -full -low
1603 portalleafs
5689 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 [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
BasePortalVis:
(1.58 seconds)
LeafThread:
(2004.01 seconds)
average leafs visible: 472
g_visdatasize:209210 compressed from 322203
2005.66 seconds elapsed [33m 25s]
----- END hlvis -----
hlrad v3.4 VL23 (Jan 7 2011)
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 (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: H:\PROGRA~1\cs\hammer\VHLT\hlrad.exe c:\users\***\desktop\cs\palac\asics_palac15 -extra -customshadowwithbounce -rgbtransfers
Arguments: c:\users\***\desktop\cs\palac\asics_palac15 -extra -customshadowwithbounce -rgbtransfers -waddir "H:\Program Files\cs\valve" -waddir "H:\Program Files\cs\cstrike" -low
-= 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 [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.100 ] [ 0.100 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
BuildDiffuseNormals:
(0.80 seconds)
BuildFacelights:
Malformed face (2514) normal @
(102.00, -848.00, 64.00)
(102.00, -848.00, 48.00)
(101.00, -848.00, 48.00)
(101.00, -848.00, 64.00)
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'
Pozri si tie suradnice najdi tam ten brush a radsej ho urob znovu alebo zmaz... To je jedine riesenie...
Ak teda nejde ALT + P a ''texture axis...''
Moze to byt:
Nieco zle urobene z vertex toolom
Neaky cilinder ktory si posuval rotoval bez TL (texture lock)
Prefarb....
Alebo to moze byt aj nieco uplne ine...
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Tohle se stává nejčastejí když něco krájíš Clipping Toolem, pak je v tom řezu (vnitřní strany) natažená textura jednim směrem do nekonečna.
V tom erroru máš v popisu napsaný že se máš podívat do "Check for problems" jestli tam máš nějaký "Texture axis perpindicular to face" errory a opravit je.
Jestli tam nic není, tak se podívej na místa kde si naposledy krájel clipping toolem.
Řešení časté chyby: Správné umístění cska a hammeru
Díky za rady. Bylo to opravdu clipping toolem. Hledal jsem to pouze v mřízce top(x/y) a tam jsem to nenašel. Pak jsem to zkusil ve front(y/z) a tam ten ohavný error byl.Ještě jednou díky.
solʌɐd