<!--QuoteBegin-error 404 name not found+May 31 2004, 04:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (error 404 name not found @ May 31 2004, 04:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ive got a compile error that isnt covered in your guide
i have no clue why this isnt working <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Missing DLLs, I'll add this in later. Thank You.
I would like to confirm the False bad surface extents error.
It is reproducable using Valve hammer editor and Nem's batch compiler.
I belive it is a problem with XPCageys Zoner half life tools not referencing the files properly.
- Place your map on your C: drive. - Place your wads on your E: drive (or any other drive other than C:). - Compile the map; The map will appear to have a clean compile. - Now read the log.
Check your compile log to look for a list of missing textures. If they are added to you Hammer editors list as a wad resource and your batch compiler, but they are listed in the as missing, you probably had this error.
<!--QuoteBegin-Avitar+Jun 26 2004, 02:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avitar @ Jun 26 2004, 02:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would like to confirm the False bad surface extents error.
It is reproducable using Valve hammer editor and Nem's batch compiler.
I belive it is a problem with XPCageys Zoner half life tools not referencing the files properly.
- Place your map on your C: drive. - Place your wads on your E: drive (or any other drive other than C:). - Compile the map; The map will appear to have a clean compile. - Now read the log.
Check your compile log to look for a list of missing textures. If they are added to you Hammer editors list as a wad resource and your batch compiler, but they are listed in the as missing, you probably had this error. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I've found ANOTHER cause for BSE that I believe is somehow WAD-related but I'll type it up and post it here, later, after I get more information.
I've found that moving my entities back to the world (CTRL-W in VHE) before deleting them stops "Solid entity blah-blah-blah" from happening. It sounds a bit painful to do, but I've found that fixing the above error is even MORE painful <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
hmm , I compile my map with VHE to test it on steam and it says it can't find it .. I know why , cuz vhe isn't using long file names .. altough i did check it ...
It's when vhe has to copy my bsp to the maps folder ... <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->* Parameters: "c:\program files\steam\steamapps\stephan_2010@hotmail.com\half-life\nsp\rmf\ns_dezezee.bsp" "mApps\stephan_2010@hotmail.com\half-life\nsp\maps\ns_dezezee.bsp"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
where he needs to copy isn't using long file names .. i don't know why and i don't know how to fix.. so it suxx . anyone does ?? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<span style='color:red'>What does this mean?</span>
[Reading texlights from 'C:\Program\Valve Hammer Editor\tools\lights.rad'] [1 texlights parsed from 'C:\Program\Valve Hammer Editor\tools\lights.rad']
3803 faces Create Patches : 20025 base patches 0 opaque faces 56324 square feet [8110663.50 square inches] 39 direct lights
BuildFacelights: Error: <span style='color:orange'>for Face 2800 (texture wall_lab_ceil) at (-697.125 2880.000 -152.000) (-697.125 2848.000 -152.000) (-697.000 2848.000 -152.000) (-697.000 2880.000 -152.000) Error: Bad surface extents (4889 x 4)</span>Check the file ZHLTProblems.html for a detailed explanation of this problem
Read first post on sticky: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=55406&st=0' target='_blank'>http://www.unknownworlds.com/forums/in...opic=55406&st=0</a>
A little note about Bad Surface Extents: if you try to run your map after getting a Bad Surface extents error, HL will report a fatal error and then give you a set of coordinates to one of the troublemakers, along with the other two mystery numbers. That's what it did in my case, and I didn't have to ruin all of the texturing in my map to find the problem.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2007
Ey DarkATi I might have an addition for the leak finding. I just had a 10 very annoying leaks due to complex brushes and have devised a pretty fast and easy way of finding them all in a resonable short time...
Method I use --> <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> Follow the line in the *.map file generated by Hammer:
First of all set the background color of the editor its 3d window to magenta (RGB:255,0,255) This will significantly increase your ability to see outside the map in the editor. Its a very dominant color and isn't present in most, if not all of the textures. You will be able to see this background trough the cracks (leaks) in your map much easier then the default black.
To do this go to [b]Tools[/b] --> [b]options[/b] --tab--> [b]3D views[/b] --button--> [b]Pick Background Color[/b]
If you are using Hammer and have compiled but there was a leak reported, open up the *.map file generated by Hammer. This is the file the compile tools are using to generate you bsp file. If you have some complex brushes, but Hammer can't seem to detect them as errors, there is a possibility they are deformed when the *.map file is generated.
When inside the editor load the point file. Now go towards the red part of it, the leak is 90% of the time near the red part, I've observed... Go inside your level and look at where it might go through a wall.
[list][*]If you have a bad brush, the line will follow the contours of the brush in question. Most likely the leak will be on the edges where the line follows the contours of this particular brush [*]Another thing the line might do if you have a bad brush, it might zigzag trough its face into the void[/list]
Once you have found such a line along the contours of a brush or zigzagging through one of its faces, unload the point file and zoom in with all view ports to get a nice detailed look at this brush. In most cased the brush will be slightly deformed as seen on the 2d view ports, even it it was perfect in the *.rmf file. Going into vertex mode might also help to see or fix the location of some of the vertexes if it’s a simple deformity.
IMPORTANT: Close the *.map file and continue work in the *.rmf file and use the cutting tool. If the brush had been deformed inside the *.map file, this will show when you use the cutting tool on it. You can do two things from here:
[list=1][*]Cut the brush into more pieces and fix all of these brushes individually. Only do this if you know your way around the vertex manipulation tool [*]Rebuild the same brush, but this time with more individual brushes. These brushes will be simpler and easier to create plus the nice fact they have less chance of being deformed during the *.map generation[/list] <!--c2--></div><!--ec2-->
I put it into the code tag form so ya can simply copy paste it without having to modify the list thingies. That is if you think its worthy of copypasting <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
That's a great point about changing the background colour in hammer. The default black is really terrible all around. I've had mine set to grey for some time now and even that makes a good difference.
<!--quoteo(post=1640996:date=Jul 28 2007, 07:56 AM:name=H8D1)--><div class='quotetop'>QUOTE(H8D1 @ Jul 28 2007, 07:56 AM) <a href="index.php?act=findpost&pid=1640996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey i dont no if this is the right place 2 bring this up but.... how do you change a map from being NS to CO<!--QuoteEnd--></div><!--QuoteEEnd-->
Game type is specified by game entities / map name. co_ will initialise combat play on a map and ns_ will initialise classic play on a map. I have never changed an ns_ to co_ before, with 3 hives so I don't know how it would work if you tried that.
I'm creating map, on my map i have some ladder. I doing ladder this way: make some func_wall with rendermode=Solid and renderamt=255 and make some func_ladder. I building the map and i see, that i cann't "stick" to the ladder by sculk. I'm tryed to stick other func_wall at the same place, thay are "unstickable" for sculk too. But on the other end of the map i have the same ladder, and it's Ok. How do i fix this wall bug?
<!--quoteo(post=1839420:date=Mar 31 2011, 05:14 PM:name=tschumann)--><div class='quotetop'>QUOTE (tschumann @ Mar 31 2011, 05:14 PM) <a href="index.php?act=findpost&pid=1839420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe copy and paste the other ladder to where the non-functioning ladder is.<!--QuoteEnd--></div><!--QuoteEEnd--> I solved this problem by moving group with this ladders to the end of all gruops list. I don't realy know WTFIGO and why it's works, but thx.
Comments
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=72173' target='_blank'>the prob</a>
i have no clue why this isnt working
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=72173' target='_blank'>the prob</a>
i have no clue why this isnt working <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Missing DLLs, I'll add this in later. Thank You.
~ DarkATi
It is reproducable using Valve hammer editor and Nem's batch compiler.
I belive it is a problem with XPCageys Zoner half life tools not referencing the files properly.
- Place your map on your C: drive.
- Place your wads on your E: drive (or any other drive other than C:).
- Compile the map; The map will appear to have a clean compile.
- Now read the log.
Check your compile log to look for a list of missing textures. If they are added to you Hammer editors list as a wad resource and your batch compiler, but they are listed in the as missing, you probably had this error.
It is reproducable using Valve hammer editor and Nem's batch compiler.
I belive it is a problem with XPCageys Zoner half life tools not referencing the files properly.
- Place your map on your C: drive.
- Place your wads on your E: drive (or any other drive other than C:).
- Compile the map; The map will appear to have a clean compile.
- Now read the log.
Check your compile log to look for a list of missing textures. If they are added to you Hammer editors list as a wad resource and your batch compiler, but they are listed in the as missing, you probably had this error. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I've found ANOTHER cause for BSE that I believe is somehow WAD-related but I'll type it up and post it here, later, after I get more information.
Thanks,
~ DarkATi
(You might want to test it and add it sometime.)
I know why , cuz vhe isn't using long file names .. altough i did check it ...
It's when vhe has to copy my bsp to the maps folder ...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->* Parameters: "c:\program files\steam\steamapps\stephan_2010@hotmail.com\half-life\nsp\rmf\ns_dezezee.bsp" "mApps\stephan_2010@hotmail.com\half-life\nsp\maps\ns_dezezee.bsp"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
where he needs to copy isn't using long file names .. i don't know why and i don't know how to fix.. so it suxx . anyone does ?? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
[Reading texlights from 'C:\Program\Valve Hammer Editor\tools\lights.rad']
[1 texlights parsed from 'C:\Program\Valve Hammer Editor\tools\lights.rad']
3803 faces
Create Patches : 20025 base patches
0 opaque faces
56324 square feet [8110663.50 square inches]
39 direct lights
BuildFacelights:
Error:
<span style='color:orange'>for Face 2800 (texture wall_lab_ceil) at
(-697.125 2880.000 -152.000) (-697.125 2848.000 -152.000) (-697.000 2848.000 -152.000) (-697.000 2880.000 -152.000)
Error: Bad surface extents (4889 x 4)</span>Check the file ZHLTProblems.html for a detailed explanation of this problem
----- END hlrad -----
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=55406&st=0' target='_blank'>http://www.unknownworlds.com/forums/in...opic=55406&st=0</a>
See Bad surface extents section 3
I have updated this thread with new graphics and a new problem and solution. (Check the changelog.)
Cheers,
~ DarkATi
Method I use -->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
Follow the line in the *.map file generated by Hammer:
First of all set the background color of the editor its 3d window to magenta (RGB:255,0,255) This will significantly increase your ability to see outside the map in the editor. Its a very dominant color and isn't present in most, if not all of the textures. You will be able to see this background trough the cracks (leaks) in your map much easier then the default black.
To do this go to [b]Tools[/b] --> [b]options[/b] --tab--> [b]3D views[/b] --button--> [b]Pick Background Color[/b]
If you are using Hammer and have compiled but there was a leak reported, open up the *.map file generated by Hammer. This is the file the compile tools are using to generate you bsp file. If you have some complex brushes, but Hammer can't seem to detect them as errors, there is a possibility they are deformed when the *.map file is generated.
When inside the editor load the point file. Now go towards the red part of it, the leak is 90% of the time near the red part, I've observed... Go inside your level and look at where it might go through a wall.
[list][*]If you have a bad brush, the line will follow the contours of the brush in question. Most likely the leak will be on the edges where the line follows the contours of this particular brush
[*]Another thing the line might do if you have a bad brush, it might zigzag trough its face into the void[/list]
Once you have found such a line along the contours of a brush or zigzagging through one of its faces, unload the point file and zoom in with all view ports to get a nice detailed look at this brush. In most cased the brush will be slightly deformed as seen on the 2d view ports, even it it was perfect in the *.rmf file. Going into vertex mode might also help to see or fix the location of some of the vertexes if it’s a simple deformity.
IMPORTANT: Close the *.map file and continue work in the *.rmf file and use the cutting tool. If the brush had been deformed inside the *.map file, this will show when you use the cutting tool on it. You can do two things from here:
[list=1][*]Cut the brush into more pieces and fix all of these brushes individually. Only do this if you know your way around the vertex manipulation tool
[*]Rebuild the same brush, but this time with more individual brushes. These brushes will be simpler and easier to create plus the nice fact they have less chance of being deformed during the *.map generation[/list]
<!--c2--></div><!--ec2-->
I put it into the code tag form so ya can simply copy paste it without having to modify the list thingies. That is if you think its worthy of copypasting <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
how do you change a map from being NS to CO
how do you change a map from being NS to CO<!--QuoteEnd--></div><!--QuoteEEnd-->
Game type is specified by game entities / map name. co_ will initialise combat play on a map and ns_ will initialise classic play on a map. I have never changed an ns_ to co_ before, with 3 hives so I don't know how it would work if you tried that.
I'm creating map, on my map i have some ladder.
I doing ladder this way: make some func_wall with rendermode=Solid and renderamt=255 and make some func_ladder.
I building the map and i see, that i cann't "stick" to the ladder by sculk. I'm tryed to stick other func_wall at the same place, thay are "unstickable" for sculk too. But on the other end of the map i have the same ladder, and it's Ok. How do i fix this wall bug?
QuArK 6.6 Beta. Zoner's 3.4.
Sorry for my realy bad english.
I solved this problem by moving group with this ladders to the end of all gruops list. I don't realy know WTFIGO and why it's works, but thx.