Malformed face.

Malformed face.

Re: Malformed face. Posted by NViSiON on Tue Apr 17th 2007 at 12:06pm
NViSiON
5 posts
Posted 2007-04-17 12:06pm
NViSiON
member
5 posts 1 snarkmarks Registered: Apr 12th 2007
At the end of making my first map. Searched and had no luck. This would've been my final compile, BUT... things always go wrong right before the finish. Used Alt+P, nothing came up until the compile... says I have a 'malformed face normal'? Is it calling me ugly or what? haha Seriously though, any help is appreciated.

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)<br style="color: white;">Zoner's Half-Life Compilation Tools -- Custom Build<br style="color: white;">Based on code modifications by Sean 'Zoner' Cavanaugh<br style="color: white;">Based on Valve's version, modified with permission.<br style="color: white;">Submit detailed bug reports to (merlinis@bigpond.net.au)<br style="color: white;">----- BEGIN hlcsg -----<br style="color: white;">Command line: hlcsg aim_evo.map <br style="color: white;">Entering aim_evo.map<br style="color: white;"><br style="color: white;">Current hlcsg Settings<br style="color: white;">Name | Setting | Default<br style="color: white;">---------------------|-----------|-------------------------<br style="color: white;">threads [ 1 ] [ Varies ]<br style="color: white;">verbose [ off ] [ off ]<br style="color: white;">log [ on ] [ on ]<br style="color: white;">developer [ 0 ] [ 0 ]<br style="color: white;">chart [ off ] [ off ]<br style="color: white;">estimate [ off ] [ off ]<br style="color: white;">max texture memory [ 4194304 ] [ 4194304 ]<br style="color: white;">priority [ Normal ] [ Normal ]<br style="color: white;"><br style="color: white;">noclip [ off ] [ off ]<br style="color: white;">null texture stripping[ on ] [ on ]<br style="color: white;">clipnode economy mode [ on ] [ on ]<br style="color: white;">onlyents [ off ] [ off ]<br style="color: white;">wadtextures [ on ] [ on ]<br style="color: white;">skyclip [ on ] [ on ]<br style="color: white;">hullfile [ None ] [ None ]<br style="color: white;">min surface area [ 0.500 ] [ 0.500 ]<br style="color: white;">brush union threshold [ 0.000 ] [ 0.000 ]<br style="color: white;"><br style="color: white;">Using mapfile wad configuration<br style="color: white;">Wadinclude list :<br style="color: white;">[zhlt.wad]<br style="color: white;"><br style="color: white;">0 brushes (totalling 0 sides) discarded from clipping hulls<br style="color: white;">CreateBrush:<br style="color: white;"> (0.23 seconds)<br style="color: white;">SetModelCenters:<br style="color: white;"> (0.00 seconds)<br style="color: white;">CSGBrush:<br style="color: white;"> (0.19 seconds)<br style="color: white;"><br style="color: white;">Using Wadfile: \program files\steam\steamapps\****\counter-strike\cstrike\gt.wad<br style="color: white;"> - Warning: Larger than expected texture (348972 bytes): 'FASADAS3'<br style="color: white;"> - Contains 17 used textures, 62.96 percent of map (110 textures in wad)<br style="color: white;">Using Wadfile: \program files\steam\steamapps\****\counter-strike\cstrike\nvision.wad<br style="color: white;"> - Contains 10 used textures, 37.04 percent of map (20 textures in wad)<br style="color: white;">Using Wadfile: \program files\steam\steamapps\****\counter-strike\cstrike\origin.wad<br style="color: white;"> - Contains 0 used textures, 0.00 percent of map (1 textures in wad)<br style="color: white;"><br style="color: white;">Texture usage is at 0.79 mb (of 4.00 mb MAX)<br style="color: white;">0.94 seconds elapsed<br style="color: white;"><br style="color: white;">----- END hlcsg -----<br style="color: white;"><br style="color: white;"><br style="color: white;"><br style="color: white;">hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)<br style="color: white;">Zoner's Half-Life Compilation Tools -- Custom Build<br style="color: white;">Based on code modifications by Sean 'Zoner' Cavanaugh<br style="color: white;">Based on Valve's version, modified with permission.<br style="color: white;">Submit detailed bug reports to (merlinis@bigpond.net.au)<br style="color: white;">----- BEGIN hlbsp -----<br style="color: white;">Command line: hlbsp aim_evo.map <br style="color: white;"><br style="color: white;">Current hlbsp Settings<br style="color: white;">Name | Setting | Default<br style="color: white;">-------------------|-----------|-------------------------<br style="color: white;">threads [ 1 ] [ Varies ]<br style="color: white;">verbose [ off ] [ off ]<br style="color: white;">log [ on ] [ on ]<br style="color: white;">developer [ 0 ] [ 0 ]<br style="color: white;">chart [ off ] [ off ]<br style="color: white;">estimate [ off ] [ off ]<br style="color: white;">max texture memory [ 4194304 ] [ 4194304 ]<br style="color: white;">priority [ Normal ] [ Normal ]<br style="color: white;"><br style="color: white;">noclip [ off ] [ off ]<br style="color: white;">nofill [ off ] [ off ]<br style="color: white;">null tex. stripping [ on ] [ on ]<br style="color: white;">notjunc [ off ] [ off ]<br style="color: white;">subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)<br style="color: white;">max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)<br style="color: white;"><br style="color: white;"><br style="color: white;">BSP generation successful, writing portal file 'aim_evo.prt'<br style="color: white;">1.30 seconds elapsed<br style="color: white;"><br style="color: white;">----- END hlbsp -----<br style="color: white;"><br style="color: white;"><br style="color: white;"><br style="color: white;">hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)<br style="color: white;">Zoner's Half-Life Compilation Tools -- Custom Build<br style="color: white;">Based on code modifications by Sean 'Zoner' Cavanaugh<br style="color: white;">Based on Valve's version, modified with permission.<br style="color: white;">Submit detailed bug reports to (merlinis@bigpond.net.au)<br style="color: white;">----- BEGIN hlvis -----<br style="color: white;">Command line: hlvis aim_evo.map <br style="color: white;"> 199 portalleafs<br style="color: white;"> 561 numportals<br style="color: white;"><br style="color: white;">-= Current hlvis Settings =-<br style="color: white;">Name | Setting | Default<br style="color: white;">-------------------|-----------|-------------------------<br style="color: white;">threads [ 1 ] [ Varies ]<br style="color: white;">verbose [ off ] [ off ]<br style="color: white;">log [ on ] [ on ]<br style="color: white;">developer [ 0 ] [ 0 ]<br style="color: white;">chart [ off ] [ off ]<br style="color: white;">estimate [ off ] [ off ]<br style="color: white;">max texture memory [ 4194304 ] [ 4194304 ]<br style="color: white;">max vis distance [ 0 ] [ 0 ]<br style="color: white;">priority [ Normal ] [ Normal ]<br style="color: white;"><br style="color: white;">fast vis [ off ] [ off ]<br style="color: white;">full vis [ off ] [ off ]<br style="color: white;"><br style="color: white;"><br style="color: white;">BasePortalVis:<br style="color: white;"> (0.13 seconds)<br style="color: white;">LeafThread:<br style="color: white;"> (1.84 seconds)<br style="color: white;">average leafs visible: 98<br style="color: white;">g_visdatasize:5100 compressed from 4975<br style="color: white;">2.00 seconds elapsed<br style="color: white;"><br style="color: white;">----- END hlvis -----<br style="color: white;"><br style="color: white;"><br style="color: white;"><br style="color: white;">hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)<br style="color: white;">Zoner's Half-Life Compilation Tools -- Custom Build<br style="color: white;">Based on code modifications by Sean 'Zoner' Cavanaugh<br style="color: white;">Based on Valve's version, modified with permission.<br style="color: white;">Submit detailed bug reports to (merlinis@bigpond.net.au)<br style="color: white;">----- BEGIN hlrad -----<br style="color: white;">Command line: hlrad aim_evo.map <br style="color: white;"><br style="color: white;">-= Current hlrad Settings =-<br style="color: white;">Name | Setting | Default<br style="color: white;">--------------------|---------------------|-------------------------<br style="color: white;">threads [ 1 ] [ Varies ]<br style="color: white;">verbose [ off ] [ off ]<br style="color: white;">log [ on ] [ on ]<br style="color: white;">developer [ 0 ] [ 0 ]<br style="color: white;">chart [ off ] [ off ]<br style="color: white;">estimate [ off ] [ off ]<br style="color: white;">max texture memory [ 4194304 ] [ 4194304 ]<br style="color: white;">priority [ Normal ] [ Normal ]<br style="color: white;"><br style="color: white;">vismatrix algorithm [ Original ] [ Original ]<br style="color: white;">oversampling (-extra)[ off ] [ off ]<br style="color: white;">bounces [ 1 ] [ 1 ]<br style="color: white;">ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]<br style="color: white;">maximum light [ 255.000 ] [ 25
Re: Malformed face. Posted by NViSiON on Sun Apr 22nd 2007 at 11:15pm
NViSiON
5 posts
Posted 2007-04-22 11:15pm
NViSiON
member
5 posts 1 snarkmarks Registered: Apr 12th 2007
Fixed, thanks anyway. I made the clan logo in 3ds Max, converted through Milkshape to a .map file... Obviously somewhere in the conversion, the faces malformed. made a new logo in Hammer, and voila! Works like a charm!
Re: Malformed face. Posted by Orpheus on Mon Apr 23rd 2007 at 11:21pm
Orpheus
13860 posts
Posted 2007-04-23 11:21pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Next time you suspect an invalid solid, try "Exporting to map> close map> load .map file."

Any invalid solid will be removed.

The best things in life, aren't things.