Many people ask how to go about reading and finding the coordinates given when certain errors occur with ZHLT. Fortunately its not too complicated.
First look at your grid. Notice how in each 2D view, two blue lines divide it into 4 section (Called quadrants, or quarters). Where the blue lines meet is called the origin. Its the centre and its coordinates are 0, 0 in every 2D view. (I have enhanced the lines in this picture since they're hard to see. They stand out better within Hammer and are a darker blue)
But the compiler gives 3 numbers. Mapping deals with 3D, so there are three numbers. The first is the X, the second is the Y, and the third is the Z.
X, Y and Z are the 3 dimensions we deal with.
This illustrates where each dimension goes (If you see a set of three numbers in a compile log for example).
The letters in each 2D view at the top tell you what dimensions that view is in. In those windows, only consider the 2 numbers corresponding to those letters. So in the X/Z view, you are making use of the first and the third numbers
So anyways, lets say theres a block in your map thats screwed up. You compile the map and alas, it shoves it in your face then makes you looks for it. Although the error shown also gives a brush and entity number that allows you to find the error fast, for the purposes of the tutorials we'll find it using our coordinates.
A brush has multiple faces on one plane. This usually happens from vertex manipulation.
-320, -192, 48
Right away looking at the number you can tell in which quadrant of each 2d view this brush is in. How?
We'll take any 2 of the 3 numbers. Now comparing them with the corresponding 2D view (Based on the two letters you chose):
-If both numbers are positive, its in the top right quarter
-If the first number is negative, and the second number is positive, its in the top left quarter
-If the first number is positive, and the second number is negative, its in the bottom right quarter
-If both number are negative, its in the bottom left quarter
The X and the Y is negative and the Z is positive. That means in the Top view, it is in the bottom right quadrant, and in the Front and Side views it is in the top left quadrant
So take the first two numbers (X and Y), -320 and -192. Looking in the top view, and with the select tool move you mouse around. At the middle of the bottom of the window there will be text displaying what coordinates the mouse cursor is at (In the first picture there is a blue circle around it). While looking in the top view, the text will read "@X, Y" (With X and Y being numbers of course)
So search around for -320, -192 in the top view.
In a simple map, the problem may often be apparent right now. As you can see from the blue circles, the pointer is at the coordinates, and there seems to be a problem with the block... On on of the sides there is two verticies even though its straight. This is a co-planar face.
In some cases you will have to take the X and Z and the Y and Z numbers and check for the location in all three views to try and find the brush with a problem. It is the exact same as what we just did in the top view.
Once you find the bad brush, either delete and remake it, or manually fix it. This problem is easily remedied in vertex manipulation mode by dragging the useless verticies over another useful one from the top view. to make it so it is no longer coplanar.
