Odd Texture Compile Error

GuileGuile Join Date: 2004-02-24 Member: 26849Members, Constellation
<div class="IPBDescription">only happens when I make signs....</div> ** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor/ns_pie2"

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlcsg.exe "c:\program files\valve hammer editor/ns_pie2"
Entering c:\program files\valve hammer editor/ns_pie2.map

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 ]
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
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...40%...50%...60%...70%...90%... (0.05 seconds)
SetModelCenters:
10%...30%...50%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...40%...50%...60%...70%...90%... (0.16 seconds)

Using Wadfile: \program files\steam\steamapps\insect1@prodigy.net\half-life\nsp\ns.wad
- Contains 2 used textures, 50.00 percent of map (578 textures in wad)
Using Wadfile: \program files\steam\steamapps\insect1@prodigy.net\half-life\nsp\ns2.wad
- Contains 2 used textures, 50.00 percent of map (296 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.22 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlbsp.exe
** Parameters: c:\PROGRA~1\VALVEH~1/ns_pie2

hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlbsp.exe c:\PROGRA~1\VALVEH~1/ns_pie2

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\PROGRA~1\VALVEH~1\ns_pie2.prt'
0.16 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlvis.exe
** Parameters: c:\PROGRA~1\VALVEH~1/ns_pie2

hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlvis.exe c:\PROGRA~1\VALVEH~1/ns_pie2
17 portalleafs
17 numportals

-= 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
20%...50%...70%... (0.02 seconds)
LeafThread:
20%...50%...70%... (0.00 seconds)
average leafs visible: 5
g_visdatasize:81 compressed from 51
0.02 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlrad.exe
** Parameters: c:\PROGRA~1\VALVEH~1/ns_pie2

hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT_1~1.7P1\hlrad.exe c:\PROGRA~1\VALVEH~1/ns_pie2

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
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 [ 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 ]


129 faces
Create Patches : 1054 base patches
0 opaque faces
52110 square feet [7503854.00 square inches]
6 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error:
for Face 124 (texture joinaliens) at
(3245.000 -3271.000 3521.000) (3246.000 -3271.000 3521.000) (3246.000 -3271.000 3558.000) (3245.000 -3271.000 3558.000)
Error: Bad surface extents (19711 x 4)
Check the file ZHLTProblems.html for a detailed explanation of this problem

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




** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\ns_pie2.bsp" "C:\Program Files\Steam\SteamApps\insect1@prodigy.net\half-life\nsp\maps\ns_pie2.bsp"
-----------------------------------------------------------------------------------------------

This is my first map, and I have no idea how to fix this problem. Everything else is fine, but when i compile a sign with any texture it gives me this error <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->. Hopefully I'm missing something obvious.....

Comments

  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    You have most likely one stretched or rotated face, where the texture is scaled far to big (values over 50) or too small (below 0.10). As the texture is "joinaliens" you won't have any problem to find the brush, and then you just should "align to face" or "to world", then scale the texture to a suitable size.
  • GuileGuile Join Date: 2004-02-24 Member: 26849Members, Constellation
    edited March 2004
    Well, my sign is a func_wall, the dimensions are 2w 35l 16h. Texture is fitted using align to face. Im still getting the error <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->. What am I missing.....
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Checked all sides of the Brush? Maybe the Brush itself is somehow invalid?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Guile+Mar 10 2004, 06:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guile @ Mar 10 2004, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, my sign is a func_wall, the dimensions are 2w 35l 16h. Texture is fitted using align to face. Im still getting the error <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->. What am I missing..... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Check the texture dimensions on the edges of the sign -- I'd be willing to bet they've been fitted to be tiny along the 2 unit wide axis. Rescale them to 1.0 and you should be OK.
  • GuileGuile Join Date: 2004-02-24 Member: 26849Members, Constellation
    edited March 2004
    <!--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-->Checked all sides of the Brush? Maybe the Brush itself is somehow invalid?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I don't see how it could be invalid, its just a rectangle, it's not even hollow.

    <!--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-->Check the texture dimensions on the edges of the sign -- I'd be willing to bet they've been fitted to be tiny along the 2 unit wide axis. Rescale them to 1.0 and you should be OK.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    To be honest, i'm not sure what to do <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->.
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Select the Brush, then choose the Texture Application Tool, enter 1.0 for X and Y scale, press APPLY, then just select the front face and press Fit. Otherwise you just shrink the full texture width to 2 units ... with 128 pixels, thats like scaled to 0.01 ... just what i mentioned some posts above <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • GuileGuile Join Date: 2004-02-24 Member: 26849Members, Constellation
    When I click to select the func_wall, my whole sign is selected, and when I apply the texture, it applys it all over the sign. It looks a little odd with the join aliens text squeezed on a 2x16 surface...

    b.t.w. Thanks for your time and help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • GuileGuile Join Date: 2004-02-24 Member: 26849Members, Constellation
    edited March 2004
    Wait I believe i got it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Thanks a lot you guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.

    Edit: Sry for double post...
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    If this is the cause of the problem, how come the engine doesn't change the minimum texture size to the minimum/maximum allowed ratio when it sees textures that are sized too small/big?

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited March 2004
    <!--QuoteBegin-Avitar+Mar 28 2004, 06:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avitar @ Mar 28 2004, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If this is the cause of the problem, how come the engine doesn't change the minimum texture size to the minimum/maximum allowed ratio when it sees textures that are sized too small/big?

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Generally speaking, you always want to throw the error or warning and let the mapper know a rule has been broken; what you do after that (like automically changing the map so that it'll run in the game) is optional.

    Automatic fixes for bad compiler input should never be used for a final release IMO, but I can see where it'd be useful for a work in progress. The tools don't do automatic correction now because they have been written to do the minimum amount required to output the correct format given input that follows all the assumptions--there's a lot of room for improvement <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
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