compile / map problem
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Quote
Re: compile / map problem
Posted by Irenicis on Sun Nov 14th at 7:27am 2004


hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1ZHLTHLCSG.EXE "c:program filesvalve hammer editorrmfde_sgxplorer_v1"

-= 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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]


entering c:program filesvalve hammer editorrmfde_sgxplorer_v1.map
CreateBrush:
(37.30 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(8.23 seconds)
Using WAD File: sierrahalf-lifecstrikecstrike.wad
Using WAD File: valvesteamsteamappsmayday1_2@hotmail.comcounter-strikecstrikezeditor.wad
Embedding textures from WAD File [valvesteamsteamappsmayday1_2@hotmail.comcounter-strikecstrikezhlt.wad] into BSP
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifecstriketswad.wad
Using WAD File: valvesteamsteamappsmayday1_2@hotmail.comcounter-strikecstrikede_sgxplorer.wad
added 8 additional animating textures.
Texture usage is at 1.36 mb (of 4.00 mb MAX)
52.24 seconds elapsed

----- END hlcsg -----

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1ZHLTHLBSP.EXE "c:program filesvalve hammer editorrmfde_sgxplorer_v1"

-= 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:program filesvalve hammer editorrmfde_sgxplorer_v1.prt'
17.41 seconds elapsed

----- END hlbsp -----

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1ZHLTHLVIS.EXE "c:program filesvalve hammer editorrmfde_sgxplorer_v1"

-= 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 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


1157 portalleafs
4771 numportals
BasePortalVis:
(39.65 seconds)
LeafThread:
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1ZHLTHLRAD.EXE "c:program filesvalve hammer editorrmfde_sgxplorer_v1"

-= 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 ]
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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


Warning: No vis information, direct lighting only.
5729 faces
Create Patches : 32918 base patches
0 opaque faces
351330 square feet [50591552.00 square inches]
7 direct lights

BuildFacelights:
Error:
for Face 3626 (texture lab1_map1) at
(-1021.000 -1335.000 -1692.000) (-1022.000 -1335.000 -1692.000) (-1022.000 -1230.000 -1692.000) (-1021.000 -1230.000 -1692.000)
Error: Bad surface extents (1919 x 9)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad -----

[addsig]




Quote
Re: compile / map problem
Posted by Crono on Sun Nov 14th at 7:43am 2004


Error: Bad surface extents:

? quote:
"Bad surface extents"
Caused by some dodgy texturing (either from scaling them up, or clipping) or an invalid solid.
?Check for errors; fix any occurrence of "texture axis perpendicular to face"
?Scale down any textures that have been scaled up greater than 10 or so times ?Use a lower -chop value (if you're not using the default value)


and

Warning: No vis information, direct lighting only.

? quote:
"No VIS information"
This message is simply reporting that there is no VIS information for RAD to run through, either because there's an error with the map (look at CSG/BSP errors especially), because paths telling your compilers where your map is are different (so they're looking in the wrong place), or because you've not run VIS before RAD!


As this tutorial (By Lep) says, which is easy to find ... [addsig]




Quote
Re: compile / map problem
Posted by Orpheus on Sun Nov 14th at 9:42am 2004


funny, i see no "real" issues before rad, so i cannot fathom why rad did not preform..

you need to remove the decals.wad, its useless as a texture source..

the error about the perpendicular.. is bad, but not devastating, it will not ruin a compile.

the ONLY issue i note is this:

"entering c:program filesvalve hammer editorrmfde_sgxplorer_v1.map"
"C:PROGRA~1VALVEH~1ZHLTHLBSP.EXE "c:program filesvalve hammer "

notice the gaps in the names, the tools hate gaps, tis why it uses the dos ~ to fill them in.. i am thinking the info between steps was lost..

remove the gaps (spaces) in all steps and see if it helps

[edit] the bad surface extents.. you most likely clipped of a solid and the resulting side was over stretched.. find it, and fix it.. this is a bad thing.. sorry i didn't see it before..

[addsig]




Quote
Re: compile / map problem
Posted by Irenicis on Sun Nov 14th at 11:51am 2004


ok...the gaps are fine....
any idea how i can find the textures causing the problem? I had nv seen a problem like this before.

[addsig]



Quote
Re: compile / map problem
Posted by fraggard on Sun Nov 14th at 1:15pm 2004


Press [Alt]+P in hammer?



Quote
Re: compile / map problem
Posted by Orpheus on Sun Nov 14th at 1:17pm 2004


well:

? quote:
Error:
for Face 3626 (texture lab1_map1)

on the taskbar should be the option "find" i think.. look for face 3626.

but if that fails,look for all the textures applied for "lab1_map1" and fix the bad one..

lastly, i am not sure if its reporting the bad extent, or the perpendicular error at that location.

[addsig]




Quote
Re: compile / map problem
Posted by Irenicis on Mon Nov 15th at 4:40am 2004


there's no error saying "texture axis perpendicular to face".
and i dun think there is a texture called "lab1_map1"

[addsig]



Quote
Re: compile / map problem
Posted by fishy on Mon Nov 15th at 10:27am 2004


the lab1_map1 texture is the american half of the big world map. i doubt you've used it in too many places, so it should be easy to find.

i'd be more worried about vis dying at the build leafthread stage.

[addsig]




Quote
Re: compile / map problem
Posted by Irenicis on Mon Nov 15th at 11:05am 2004


? quoting Orpheus

the ONLY issue i note is this:

"entering c:program filesvalve hammer editorrmfde_sgxplorer_v1.map"
"C:PROGRA~1VALVEH~1ZHLTHLBSP.EXE "c:program filesvalve hammer "

notice the gaps in the names, the tools hate gaps, tis why it uses the dos ~ to fill them in.. i am thinking the info between steps was lost..

remove the gaps (spaces) in all steps and see if it helps

how do i edit it?
like this: C:Programfilesvalvehammereditor.....etc?
is it like this?

[addsig]




Quote
Re: compile / map problem
Posted by Orpheus on Mon Nov 15th at 12:58pm 2004


fishy is giving you far better advice than i, listen to it..

fix whats important first, worry about whats not harming the compile later..

[addsig]




Quote
Re: compile / map problem
Posted by Irenicis on Mon Nov 15th at 1:03pm 2004


i fixed the one about the texture......now's the time for the Vis [addsig]



Quote
Re: compile / map problem
Posted by Irenicis on Mon Nov 15th at 11:33pm 2004


any comments on the VIS fishy? [addsig]



Quote
Re: compile / map problem
Posted by Crono on Tue Nov 16th at 1:24am 2004


*sigh*

? quote:
"No VIS information"
This message is simply reporting that there is no VIS information for RAD to run through, either because there's an error with the map (look at CSG/BSP errors especially), because paths telling your compilers where your map is are different (so they're looking in the wrong place), or because you've not run VIS before RAD!
[addsig]




Quote
Re: compile / map problem
Posted by Irenicis on Tue Nov 16th at 8:44am 2004


any one way solution? [addsig]



Quote
Re: compile / map problem
Posted by Crono on Tue Nov 16th at 9:29am 2004


Well, since there were no CSG or BSP errors in your log. I would assume that you're running RAD before VIS (should be the other way around).

But that's just what the description of the error depicts.

I have no idea if that's the solution, since it's your map and I've never seen anything other then your log, which only had those two errors, one of which you said you got rid of. [addsig]




Quote
Re: compile / map problem
Posted by Irenicis on Thu Nov 18th at 12:06am 2004


i've done smaller maps before this and they didn't have the Vis problem. [addsig]



Quote
Re: compile / map problem
Posted by Irenicis on Thu Nov 18th at 3:47am 2004


how do i run Vis before Rad? [addsig]



Quote
Re: compile / map problem
Posted by Crono on Thu Nov 18th at 6:43am 2004


Through Hammer:
In your compile dialog (F9), ensure the programs are being called in this order:

hlcsg
hlbsp
hlvis
hlrad

Rad needs information from Vis, thus it needs to run before rad ... [addsig]




Quote
Re: compile / map problem
Posted by Irenicis on Thu Nov 18th at 8:32am 2004


that's funny....i got
hlcsg.exe
hlbsp.exe
hlvis.exe
light.exe <-----------------this is different. [addsig]




Quote
Re: compile / map problem
Posted by Orpheus on Thu Nov 18th at 8:15pm 2004


? quoting Irenicis
that's funny....i got
hlcsg.exe
hlbsp.exe
hlvis.exe
light.exe <-----------------this is different.

funny, your compile log clearly states

? quote:
C:PROGRA~1VALVEH~1ZHLTHLRAD.EXE "c:program filesvalve hammer editorrmfde_sgxplorer_v1

i think, you have issues other than tools :/

[addsig]





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