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  • [B]Внимание[/B]! Настоятельно рекомендуется придерживаться этих правил при создании темы в данном разделе. Игнорирование правил может привести к закрытию Вашей темы.

    1)Если Вы хотите услышать в ответ конструктивную критику - наиболее полно описывайте идею вашей будущей карты. Тема, созданная из скриншотов и коротким комментарием вроде "Вот начал новую мапу, зацените" вероятнее всего не повлекут за собой детального обсуждения и в ответ Вы будете слышать такие же ответы, вроде "Норм", "Неплохо", "так себе" и т.д. Старайтесь максимально преподнести Вашу будущую карту.

    2)К Вашей теме обязательно должны быть прикреплены скриншоты, будь то игровые скриншоты или из самого редактора. Для этого воспользуйтесь кнопкой "управление вложениями" в нижней части страницы создания/правки сообщения. Ссылки на скриншоты, расположенные на другом хостинге не приветствуются.

    Данные правила могут быть дополнены или изменены в любой момент администрацией форума.

sake2008

Ня-ня ниа хао ня ^_^
Apr 14, 2009
774
31
2 DrTressi: без лога тебе никто не сможет помочь, выкладывай исходник либо лог компила
 

DrTressi

Хрустик
Mar 6, 2010
6,380
31
hlcsg v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlcsg -----
Command line: hlcsg.exe -texdata 8192 -estimate dr_gorodn12
Entering dr_gorodn12.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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:
(0.55 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.25 seconds)

Using Wadfile: \games\xtcs\paranoia\editor.wad
- Contains 3 used textures, 5.56 percent of map (26 textures in wad)
Using Wadfile: \games\xtcs\paranoia\halflife2.wad
- Warning: Larger than expected texture (348972 bytes): '+0HELI'
- Warning: Larger than expected texture (348972 bytes): '+1HELI'
- Warning: Larger than expected texture (348972 bytes): '+2HELI'
- Warning: Larger than expected texture (348972 bytes): '+3HELI'
- Warning: Larger than expected texture (348972 bytes): '+4HELI'
- Warning: Larger than expected texture (348972 bytes): '+5HELI'
- Warning: Larger than expected texture (348972 bytes): '0_FLOWER'
- Warning: Larger than expected texture (348972 bytes): '0_NIV1'
- Warning: Larger than expected texture (348972 bytes): '0_NIV3'
- Warning: Larger than expected texture (321772 bytes): '0_VOLG4'
- Warning: Larger than expected texture (196652 bytes): 'GAZ1'
- Warning: Larger than expected texture (294572 bytes): 'GAZ3'
- Warning: Larger than expected texture (294572 bytes): 'GAZ4'
- Warning: Larger than expected texture (305452 bytes): 'GAZ5'
- Warning: Larger than expected texture (338092 bytes): 'GAZ6'
- Warning: Larger than expected texture (294572 bytes): 'GAZ8'
- Warning: Larger than expected texture (294572 bytes): 'GAZ9'
- Contains 31 used textures, 57.41 percent of map (6716 textures in wad)
Using Wadfile: \games\xtcs\paranoia\paiiia.wad
- Warning: Larger than expected texture (348972 bytes): '{SP_KOLESO'
- Warning: Larger than expected texture (348972 bytes): 'SP_BALKON11'
- Warning: Larger than expected texture (348972 bytes): 'SP_DOM_10'
- Warning: Larger than expected texture (306812 bytes): 'SP_PLOSHADKA'
- Warning: Larger than expected texture (306812 bytes): 'SP_TROTUAR2'
- Contains 10 used textures, 18.52 percent of map (1136 textures in wad)
Using Wadfile: \games\xtcs\paranoia\decals.wad
- Contains 0 used textures, 0.00 percent of map (229 textures in wad)
Using Wadfile: \games\xtcs\paranoia\domiki.wad
- Contains 10 used textures, 18.52 percent of map (63 textures in wad)

Texture usage is at 3.58 mb (of 8.00 mb MAX)
2.05 seconds elapsed

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



hlbsp v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlbsp -----
Command line: hlbsp.exe -texdata 8192 -estimate dr_gorodn12

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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...1354 (0.23 seconds)
BSP generation successful, writing portal file 'dr_gorodn12.prt'
SolidBSP [hull 1] 500...1000...1500...1537 (0.39 seconds)
SolidBSP [hull 2] 500...1000...1500...1541 (0.38 seconds)
SolidBSP [hull 3] 500...1000...1500...1589 (0.36 seconds)
3.09 seconds elapsed

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



hlvis v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlvis -----
Command line: hlvis.exe -texdata 8192 -full -estimate dr_gorodn12
738 portalleafs
2192 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(3.06 seconds)
LeafThread:
(140.03 seconds)
average leafs visible: 207
g_visdatasize:66874 compressed from 68634
143.22 seconds elapsed [2m 23s]

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



hlrad v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlrad -----
Command line: hlrad.exe -texdata 8192 -chop 128 -extra dr_gorodn12

-= 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 [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 [ 128.000 ] [ 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 ]


6520 faces
Create Patches : 24812 base patches
18 opaque faces
948191 square feet [136539520.00 square inches]
1 direct lights

BuildFacelights:

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



hlrad v2.5.3 rel Custom Build 1.7 (Apr 2 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: bumprad.exe -texdata 8192 -chop 128 -estimate dr_gorodn12

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
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 [ 128.000 ] [ 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 ]


6520 faces
Create Patches : 24812 base patches
18 opaque faces
948191 square feet [136539520.00 square inches]
1 direct lights

BuildFacelights:
(168.91 seconds)
visibility matrix : 36.7 megs
BuildVisLeafs:
(178.64 seconds)
MakeScales:
(74.77 seconds)
SwapTransfers:
(24.84 seconds)
Transfer Lists : 26908698 transfers
Indices : 7639092 bytes
Data : 107634792 bytes
GatherLight:
(6.56 seconds)
FinalLightFace:

----- END hlrad -----
 

HaWk

)D()D()D(
May 23, 2010
1,447
5
0
Ukraine
2 DrTressi:
Чё у тебя такие резкие переходы текстур?! (скрин с травой, рядом с трубами).
Смотрится конечно не очень..... Да и футбольное поле, почему треугольником?! Сделал бы хоть овальное...
 

[sas]ha]

New member
Feb 11, 2010
382
34
расстояния между домами у тебя большие, движок не любит такие большие открытые пространства, да и толком спрятатся негде, получается карта для авпшников...(судя по скринам)
 

[sas]ha]

New member
Feb 11, 2010
382
34
дык, так нужно было об этом указать в первом посте :roll:
тему-то ты создал в каком разделе: Карты в разработке > Карты для Counter-Strike 1.6 поэтому я и решил что для кс %)
 

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