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Malformed face [AYUDA]


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# Batch Compiler Zoners Spec #

###################################################

###################################################

# Please report bugs to: ryansgregg@hotmail.com #

###################################################

 

Written At: 01/08/2011 01:58:17

BC Version: 2.0.3.1

 

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 (amckern@yahoo.com)

----- BEGIN hlcsg -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlcsg.exe"-wad

autodetect -estimate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

Entering C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map

 

Current hlcsg Settings

Name | Setting | Default

---------------------|-----------|-------------------------

threads [ 2 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ 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 [ on ] [ 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

Wadfiles not in use by the map will be excluded

Wadinclude list :

[zhlt.wad]

 

2 brushes (totalling 12 sides) discarded from clipping hulls

CreateBrush:

(6.99 seconds)

SetModelCenters:

(0.03 seconds)

CSGBrush:

(3.02 seconds)

 

Using Wadfile: \program files\valve\valve\halflife.wad

- Contains 42 used textures, 63.64 percent of map (3116 textures in wad)

Using Wadfile: \program files\valve\cstrike\cstrike.wad

- Contains 2 used textures, 3.03 percent of map (123 textures in wad)

Using Wadfile: \program files\valve\cstrike\rober.wad

- Warning: Larger than expected texture (348972 bytes): 'CREDITOS1'

- Warning: Larger than expected texture (348972 bytes): 'CREDITOS2'

- Warning: Larger than expected texture (348972 bytes): 'CREDITOS3'

- Warning: Larger than expected texture (348972 bytes): 'CT'

- Warning: Larger than expected texture (348972 bytes): 'DEATHRUN'

- Warning: Larger than expected texture (348972 bytes): 'FUTBOL'

- Warning: Larger than expected texture (348972 bytes): 'KZ'

- Warning: Larger than expected texture (348972 bytes): 'PAPEL'

- Warning: Larger than expected texture (348972 bytes): 'PIEDRA'

- Warning: Larger than expected texture (348972 bytes): 'PIEDRASPAPELTIJ'

- Warning: Larger than expected texture (348972 bytes): 'PILETA'

- Warning: Larger than expected texture (348972 bytes): 'RING'

- Warning: Larger than expected texture (348972 bytes): 'SURF'

- Warning: Larger than expected texture (348972 bytes): 'TIJERAS'

- Warning: Larger than expected texture (348972 bytes): 'TRAMPOLIN'

- Warning: Larger than expected texture (348972 bytes): 'VERDADEROOFALSO'

- Warning: Larger than expected texture (348972 bytes): 'VESTIDORES'

- Warning: Larger than expected texture (348972 bytes): 'CELDS'

- Warning: Larger than expected texture (348972 bytes): 'CARRERAS1'

- Warning: Larger than expected texture (348972 bytes): 'CARRERAS2'

- Contains 21 used textures, 31.82 percent of map (63 textures in wad)

 

added 12 additional animating textures.

Warning: ::FindTexture() texture NULL not found!

Are you sure you included zhlt.wad in your wadpath list?

Warning: ::LoadLump() texture NULL not found!

Texture usage is at 3.34 mb (of 4.00 mb MAX)

10.66 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 (amckern@yahoo.com)

----- BEGIN hlbsp -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlbsp.exe"-est

imate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

 

Current hlbsp Settings

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 2 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ 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)

 

 

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...

5000...5500...6000...6453 (0.81 seconds)

BSP generation successful, writing portal file 'C:\Users\Nico\Documentos\Xtremer

JB\Celdas +\Celdas.prt'

SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...

4919 (0.43 seconds)

SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...

4511 (0.31 seconds)

SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...

5000...5240 (0.47 seconds)

6.72 seconds elapsed

 

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

 

 

 

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 (amckern@yahoo.com)

----- BEGIN hlvis -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlvis.exe"-ful

l -estimate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

3124 portalleafs

9926 numportals

 

-= Current hlvis Settings =-

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 2 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

max vis distance [ 0 ] [ 0 ]

priority [ Normal ] [ Normal ]

 

fast vis [ off ] [ off ]

full vis [ on ] [ off ]

 

 

BasePortalVis:

(26.46 seconds)

LeafThread:

(479.23 seconds)

average leafs visible: 176

g_visdatasize:175968 compressed from 1221484

506.16 seconds elapsed [8m 26s]

 

----- 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 (amckern@yahoo.com)

----- BEGIN hlrad -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlrad.exe"-ext

ra -sparse -estimate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

 

-= Current hlrad Settings =-

Name | Setting | Default

--------------------|---------------------|-------------------------

threads [ 2 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

max lighting memory [ 6291456 ] [ 6291456 ]

priority [ Normal ] [ Normal ]

 

vismatrix algorithm [ Sparse ] [ Original ]

oversampling (-extra)[ on ] [ 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 ]

 

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 1.000 ] [ 1.000 1.000 1.000 ]

global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]

global light scale [ 1.000 ] [ 1.000 ]

global sky diffusion [ 1.000 ] [ 1.000 ]

 

opaque entities [ on ] [ on ]

sky lighting fix [ on ] [ on ]

incremental [ off ] [ off ]

dump [ off ] [ off ]

 

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]

diffuse hack [ on ] [ on ]

spotlight points [ on ] [ on ]

 

custom shadows with bounce light

[ off ] [ off ]

rgb transfers [ off ] [ off ]

 

 

[Reading texlights from 'C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\ligh

ts.rad']

[59 texlights parsed from 'C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\li

ghts.rad']

 

15014 faces

Create Patches : 86242 base patches

0 opaque faces

705767 square feet [101630448.00 square inches]

1895 direct lights

 

BuildFacelights:

1492 / 15014Malformed face (1492) normal @

(-248.00, 3537.00, -269.00)

(-248.00, 3537.00, -289.00)

(-247.00, 3537.00, -289.00)

(-247.00, 3537.00, -269.00)

1493 / 15014Error: 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 o

f 'Texture axis perpindicular to face'

 

1494 / 15014

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

 

 

Presione una tecla para continuar . . .

 

Ya intenté tocando alt + p y fixeando y no me funcionó.. lo que necesito es que me expliquen como encuentro el objeto mediante coordenadas

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Ya intenté tocando alt + p y fixeando y no me funcionó.. lo que necesito es que me expliquen como encuentro el objeto mediante coordenadas

 

 

Necesito que me enseñen a guiarme por las coordenadas ya que ALT + P no funciona

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If you can't repair with Alt+p, delete the solid and create another, whitout bug ;)

 

But i need to search the solid and that's my problem.. i don't know how..

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Primero pone el cursor (la flechita) en cualquier punto de la vista top

 

en la parte de abajo del VHE (abajo de las vistas front y side, y justo arriba de la barra de tareas de la compu)

te aparecen las coordenadas, vas a ver que dice:

For Help, press F1

Más a la derecha están las coordenadas, te vas a dar cuenta cuales son porque adelante tienen un @

@coordenada1, coordenada2

Ojo, te muestra solo 2 coordenadas que son las que pertenecen a la vista en la que esta el cursor

 

(-247.00, 3537.00, -289.00)

El primer número es X

El segundo es Y

Y el tercero es Z

Osea:

Primero busca los dos primeros números en la vista top

y busca el terceron en cualquiera de las otras vistas

 

Tenes mucho tiempo libre, no? jkajaja

 

 

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Primero pone el cursor (la flechita) en cualquier punto de la vista top

 

en la parte de abajo del VHE (abajo de las vistas front y side, y justo arriba de la barra de tareas de la compu)

te aparecen las coordenadas, vas a ver que dice:

For Help, press F1

Más a la derecha están las coordenadas, te vas a dar cuenta cuales son porque adelante tienen un @

Ojo, te muestra solo 2 coordenadas que son las que pertenecen a la vista en la que esta el cursor

 

(-247.00, 3537.00, -289.00)

El primer número es X

El segundo es Y

Y el tercero es Z

Osea:

Primero busca los dos primeros números en la vista top

y busca el terceron en cualquiera de las otras vistas

 

¿Como es que sabes tanto de mapping y nunca vi un buen mapa tuyo? o.O

Usuario Gamebanana.com

 

CehPoeta http://gamebanana.com/members/512643

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