this is new one on me....again :)
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Re: this is new one on me....again :)
Posted by Dr Brasso on Mon Dec 1st at 4:34pm 2003


after a three hour compile, all good thru the 1st three parts of the batch file....then this....

16940 faces
Create Patches : 85068 base patches
0 opaque faces
488308 square feet [70316400.00 square inches]
4244 direct lights

BuildFacelights:
Error:
for Face 15304 (texture {al_steel_02) at
(1410.125 1360.000 -354.000) (1306.000 1360.000 -354.000) (1306.000 1359.000 -354.000) (1410.125 1359.000 -354.000)
Error: Bad surface extents (15 x 7341)
Check the file ZHLTProblems.html for a detailed explanation of this problem

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

ive seen it before, i just cant remember how to deal with it, other than rebuilding a section....

ideas?

Doc Brass..

[addsig]




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Re: this is new one on me....again :)
Posted by Gollum on Mon Dec 1st at 4:38pm 2003


Have you checked ZHLTproblems.HTML as recommended?

? quote:
This is typically caused by having extremely large scales on faces, (typically far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.

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Re: this is new one on me....again :)
Posted by Dr Brasso on Mon Dec 1st at 4:59pm 2003


yes, ive read all i can read mike....and i never, (rarely)....scale anything above 1.5 to 1

i did however just go back and change a couple places that had "textures fitted to size"...see if that helps.....

th part about the texture size is whats really throwing me.....

Doc Brass...

[addsig]




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Re: this is new one on me....again :)
Posted by Gollum on Mon Dec 1st at 5:53pm 2003


Okay, here's a more helpful idea:

Purely as a test select all the faces in your map and set their texture scales to 1. Compile; if the error disappears then you know it is a texture scale problem. If the error remains then you know it's not a texture problem.

I've found this sort of brute-force logical elimination very useful when diagnosing errors.

If it IS a texture scale problem, as I've found in the past, the easiest method to fix it could be by scanning the MAP file in Word for occurences of high texture scales. This is how I fixed mine, anyway :/

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Re: this is new one on me....again :)
Posted by Dr Brasso on Mon Dec 1st at 6:33pm 2003


yeah, that would be a brutal method....a test of will, if you will.....

the thought of retexturing just kills me.....****85000 base patches....scratches head

anyway, im doing a post tweakage compile, crossong fingers all the way....thanx for the input micheal,,,

.....to be continued...

Doc Brass...

[addsig]




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Re: this is new one on me....again :)
Posted by Gollum on Mon Dec 1st at 7:16pm 2003


Oops. I think maybe I didn't spell out my method very clearly. It is a very quick way to test whether you have any overscaled faces:

1. Select every solid in your map (drag a box or use "select all").

2. Press "Shift-A" to select all the faces on these solids.

3. Rescale them all (at once) to 1.

4. Compile and see

[addsig]



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Re: this is new one on me....again :)
Posted by Dr Brasso on Mon Dec 1st at 7:50pm 2003


no, you did fine in your description the first time sir....

i just wanted to test my theory before im employ yours...if fixing the textures as described does the trick, then the problem should be narrowed with more specificity....yes?...(in theory)...

correct me if im wrong, but rescaling everything texturewise will have ramifications, that will be time consuming as hell to redo....(not that it couldnt stand a redo anyway, but thats another thread... )

Doc Brass...

[addsig]




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Re: this is new one on me....again :)
Posted by Gollum on Mon Dec 1st at 8:20pm 2003


You're still not getting this are you?

The only purpose of my method is to determine what the problem is. It will not actually fix the problem, and you certainly should not keep the changes.

You don't have to undo the changes at all! All you do is revert to the previous (saved) version of the map. The global rescaling is just a temporary test. It would take about one minute of editing and one compile.

*EDIT* Duh, one three hour compile, that is

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Re: this is new one on me....again :)
Posted by Dr Brasso on Mon Dec 1st at 8:48pm 2003


ROFLMAO!!!! **head on tree thwackage ensues

yeeeeeesss.....i understand what yer saying sir.....what im saying is that if it DOES identify the problem, then the fix is still....removal and/or remaking and/or retexturing.....so....given that, if my method identifies the problem with more specificity, then so be it....its ALL an experiment mikee....lolol

.....but thanx for hangin in there bud....w00tage!!

Doc Brass...

[addsig]




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Re: this is new one on me....again :)
Posted by Gollum on Mon Dec 1st at 9:33pm 2003


It was this that threw me:

? quote:
correct me if im wrong, but rescaling everything texturewise will have ramifications, that will be time consuming as hell to redo...

Anyway, if you have a better method then use that one Good luck.

[addsig]




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Re: this is new one on me....again :)
Posted by Dr Brasso on Tue Dec 2nd at 2:38pm 2003


not necessarily a better method....(even tho it worked nicely... ) when ya get right down to it, its prolly a knockoff of your idea anyway....just on a smaller scale....

.....and this is what threw me from you in the translation....

? posted by www.snarkpit.com http:>Gollum

Oops. I think maybe I didn't spell out my method very clearly. It is a very quick way to test whether you have any overscaled faces:

1. Select every solid in your map (drag a box or use "select all").

>>>>>>>>>>>>> if i know the what the texture is, why not narrow it down?

2. Press "Shift-A" to select all the faces on these solids.

3. Rescale them all (at once) to 1.

>>>>>>>>>>>>>>>just the ones that are known to be out of 1 to 1, since i know where the problem is generally

4. Compile and see

arghhh......

doc brass...

[addsig]




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Re: this is new one on me....again :)
Posted by Gollum on Tue Dec 2nd at 3:22pm 2003


I gather it's fixed then - jolly good

(Sorry for the confusion)

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Re: this is new one on me....again :)
Posted by trampus on Tue Dec 2nd at 3:43pm 2003


from past experiance and orpheus' help it could be a problem that has occured from vertex manipulation, or carving it was annoying for me too, if uve downloaded ne prefabs then check them first! i dled 1 ages ago and it was a stupid lil mouse that caused it!

TramP

[addsig]





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