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Страшная неразрешимая проблема =(

St.Snoop

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Feb 10, 2012
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Страшная неразрешимая проблема =(

Всем ку!
Никогда несталкивался с такой проблемой как Bad Surface Extents... :(
Перепробовал все: компилил разными компиляторами, уменьшал скейл текстур и все без толку.
Вот лог:
Code:
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 ([email protected])
-----  BEGIN  hlcsg -----
Command line: hlcsg.exe -texdata 10000 -lightdata 10000 dm_stroyka_doma_final.map 
Entering dm_stroyka_doma_final.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 10240000 ] [ 4194304 ]
max lighting memory   [ 10240000 ] [ 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:
 (0.03 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.11 seconds)

Using Wadfile: d:\games\cs\mapping\textures\cs_ceh40.wad
 - Contains 5 used textures, 25.00 percent of map (64 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\cs_kueb.wad
 - Warning: Larger than expected texture (206142 bytes): 'FASAD_04'
 - Warning: Larger than expected texture (345918 bytes): 'GRND_03'
 - Warning: Larger than expected texture (223614 bytes): 'WALL_27'
 - Warning: Larger than expected texture (199422 bytes): 'WALL_28'
 - Contains 0 used textures, 0.00 percent of map (288 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\cs_mydvor.wad
 - Contains 4 used textures, 20.00 percent of map (175 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\de_cs_cold_morning.wad
 - Contains 3 used textures, 15.00 percent of map (106 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\de_indust.wad
 - Contains 0 used textures, 0.00 percent of map (79 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\de_kievpass.wad
 - Warning: Larger than expected texture (213534 bytes): 'KP_BLD_W02'
 - Warning: Larger than expected texture (259902 bytes): 'KP_FRONT1'
 - Warning: Larger than expected texture (251838 bytes): 'TERMINAL_TEX2'
 - Contains 0 used textures, 0.00 percent of map (178 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\de_mupa.wad
 - Warning: Larger than expected texture (238398 bytes): 'NO_COMMENTS'
 - Contains 4 used textures, 20.00 percent of map (120 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\fy_domik.wad
 - Contains 3 used textures, 15.00 percent of map (83 textures in wad)
Using Wadfile: d:\games\cs\mapping\textures\fy_v126yxatb.wad
 - Contains 1 used texture, 5.00 percent of map (69 textures in wad)

Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 1.12 mb (of 9.77 mb MAX)
0.23 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 ([email protected])
-----  BEGIN  hlbsp -----
Command line: hlbsp.exe -subdivide 400 -texdata 10000 -lightdata 10000 dm_stroyka_doma_final.map 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 10240000 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     400 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 267 (0.01 seconds)
BSP generation successful, writing portal file 'dm_stroyka_doma_final.prt'
SolidBSP [hull 1] 325 (0.01 seconds)
SolidBSP [hull 2] 323 (0.01 seconds)
SolidBSP [hull 3] 342 (0.01 seconds)
0.22 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 ([email protected])
-----  BEGIN  hlvis -----
Command line: hlvis.exe -full -texdata 10000 -lightdata 10000 -chart dm_stroyka_doma_final.map 
 130 portalleafs
 354 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 10240000 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

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


BasePortalVis:
 (0.02 seconds)
LeafThread:
 (0.49 seconds)
average leafs visible: 62
g_visdatasize:2489  compressed from 2210

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              4/400          256/25600    ( 1.0%)
planes            486/32768       9720/655360   ( 1.5%)
vertexes         1556/65535      18672/786420   ( 2.4%)
nodes             301/32767       7224/786408   ( 0.9%)
texinfos          105/32767       4200/1310680  ( 0.3%)
faces            1029/65535      20580/1310700  ( 1.6%)
clipnodes        1070/32767       8560/262136   ( 3.3%)
leaves            171/8192        4788/229376   ( 2.1%)
marksurfaces     1242/65535       2484/131070   ( 1.9%)
surfedges        5229/512000     20916/2048000  ( 1.0%)
edges            2667/256000     10668/1024000  ( 1.0%)
texdata          [variable]        884/10240000  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]       2489/2097152  ( 0.1%)
entdata          [variable]       5687/524288   ( 1.1%)
20 textures referenced
=== Total BSP file data space used: 117128 bytes ===
0.56 seconds elapsed

-----   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 ([email protected])
-----  BEGIN  hlrad -----
Command line: hlrad.exe -sparse -extra -bounce 10 -smooth 50 -chop 40 -texchop 20 -dscale 1 -texdata 10000 -lightdata 10000 -chart dm_stroyka_doma_final.map 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 2 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [                on ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [          10240000 ] [           4194304 ]
max lighting memory  [          10240000 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [            Sparse ] [          Original ]
oversampling (-extra)[                on ] [               off ]
bounces              [                10 ] [                 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   [             1.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            40.000 ] [            64.000 ]
texchop value        [            20.000 ] [            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 'lights.rad']
[59 texlights parsed from 'lights.rad']

1029 faces
Create Patches : 37528 base patches
56 opaque faces
63388 square feet [9127890.00 square inches]
8 direct lights

BuildFacelights:
Error: 
for Face 5 (texture brick_wall) at 
(-256.000 440.000 -72.000) (-256.000 440.000 -216.000) (-256.000 372.400 -216.000) (-256.000 372.400 -56.000) (-256.000 440.000 -56.000) 
Error: Bad surface extents (8 x 19)
Check the file ZHLTProblems.html for a detailed explanation of this problem

-----   END   hlrad -----
Надеюсь на вашу помощь...
 
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ShotT

Has left this world
Feb 24, 2010
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2 St.Snoop
St.Snoop said:
Error:
for Face 5 (texture brick_wall) at
(-256.000 440.000 -72.000) (-256.000 440.000 -216.000) (-256.000 372.400 -216.000) (-256.000 372.400 -56.000) (-256.000 440.000 -56.000)
Error: Bad surface extents (8 x 19)
Check the file ZHLTProblems.html for a detailed explanation of this problem

Дядя Миша said:
>>hlrad: Error: Bad surface extents (4 x 2764)
текстуру натянуло совсем плохо. С одной стороны сжало, с другой растянуло.
Дядя Миша said:
Вот в хаммере, промежду прочим есть полезная фигня, которая позволяет прямо ввести номер фейса куда-нибудь и он выделит тебе нужный фейс.

mapping said:
11. Bad Surface Extents
В большинстве случаев эта ошибка возникает при нанесении текстур со слишком большим масштабом (более десяти, а обычно более ста). Эту ошибку также можно обнаружить в редакторе Хаммер при нажатии на [Alt-P]. Там о ней будет сообщено, как «Texture axis perpendicular to face».
Че за..

Самое смешное заключается в том, что ты в той теме давал "советы".
 
Last edited:

St.Snoop

New member
Feb 10, 2012
1,933
76
0
Попробую. Если поможет отпишусь.

[ADDED=St.Snoop]1334993328[/ADDED]
Не помогло((
 
Last edited:

HeMe3iC

:(
Sep 3, 2007
3,263
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0
Питер
2 St.Snoop:
тебе надо удалить все такие неверные браши,находя либо по их координатам, либо по фейсу(хотя я не помню что бы можно было выделять по фейсу, помню только по номеру браша)
Если в редакторе эти браши не найти, от открой сорц блокнотом и удали такие браши вручную, только не удали лишнего

Оффтоп
 

dezax

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Jan 2, 2011
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Астана
Перепробовал все: компилил разными компиляторами
Ты с этими компиляторами как в жопу раненый бегаешь, что не сообщение то компиляторы виноваты.
Ошибка иза скейла, видать гдето ты нарезал браши и текстуру раздраконило растянуло.
 

ShotT

Has left this world
Feb 24, 2010
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Ты не забывай про закрытые фейсы, которые так не видно.

Выделяешь всю мапу -- Shift + A и ставим один скейл.
А дальше уже что видим, то и тянем ка нам надо.
 

dezax

New member
Jan 2, 2011
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Астана
BuildFacelights:
Error:
for Face 5 (texture brick_wall) at
(-256.000 440.000 -72.000) (-256.000 440.000 -216.000) (-256.000 372.400 -216.000) (-256.000 372.400 -56.000) (-256.000 440.000 -56.000)

Вот текстура косячит какаято. Ищи координаты удаляй
 

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