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Dr.Katz

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Feb 3, 2010
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Неужели так трудно самому попробовать изменить параметры компила и посмотреть чо получится!? Конечно же проще создать еще одну тему на форуме, чтобы за нас все сделали. Ты давай сразу рисуй план карты, а мы тут как нибудь сами смастерим?
 
2 Dr.Katz:
Неужели так трудно самому попробовать изменить параметры компила и посмотреть чо получится!? Конечно же проще создать еще одну тему на форуме, чтобы за нас все сделали.
В нубских вопросах никто не отвечал!
Ты давай сразу рисуй план карты, а мы тут как нибудь сами смастерим?
А чё неплохая идея!

[ADDED=Lemur]1270047763[/ADDED]
[HIDE]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: D:\CS1~1.6\VALVEH~1\zhlt\hlcsg.exe d:\lemur\hns_lemur -nowadtextures
Entering d:\lemur\hns_lemur.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 [ 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 [ off ] [ 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]

8 brushes (totalling 48 sides) discarded from clipping hulls
CreateBrush:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.30 seconds)

Using Wadfile: \cs 1.6\valve hammer editor\zhlt\cs_assault.wad
- Contains 3 used textures, 12.50 percent of map (22 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\cs_cbble.wad
- Contains 1 used texture, 4.17 percent of map (61 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\cs_office.wad
- Contains 4 used textures, 16.67 percent of map (102 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\de_vegas.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Including Wadfile: \cs 1.6\valve hammer editor\zhlt\zhlt.wad
- Contains 3 used textures, 12.50 percent of map (8 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\awp_rooftops.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \cs 1.6\valve\valve\halflife.wad
- Contains 9 used textures, 37.50 percent of map (3116 textures in wad)
Using Wadfile: \cs 1.6\valve hammer editor\zhlt\lemur1.wad
- Contains 4 used textures, 16.67 percent of map (8 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
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.


added 1 additional animating textures.
Texture usage is at 0.62 mb (of 4.00 mb MAX)
0.45 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: D:\CS1~1.6\VALVEH~1\zhlt\hlbsp.exe d:\lemur\hns_lemur

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 [ 4194304 ] [ 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...650 (0.05 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ (-269,-552, 28)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...594 (0.05 seconds)
SolidBSP [hull 2] 500...593 (0.06 seconds)
SolidBSP [hull 3] 500...709 (0.08 seconds)
0.63 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: D:\CS1~1.6\VALVEH~1\zhlt\hlvis.exe d:\lemur\hns_lemur
>> There was a problem compiling the map.
>> Check the file d:\lemur\hns_lemur.log for the cause.

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

[/HIDE]
 
Last edited:

Dr.Katz

New member
Feb 3, 2010
740
0
0
В нубских вопросах никто не отвечал!
А там все обязаны сидеть и ждать твоего вопроса, а потом сразу же писать ответ кто быстрей?

ЗЫ помести лог в код, на твоей карте ДЫРКА, поэтому весь свет вытягивает в космос! Ты лампочку чтоли за небом поместил?))))))

Ты давай сразу рисуй план карты, а мы тут как нибудь сами смастерим?
А чё неплохая идея!
Ты уже 2 человек, который мне так ответил на этот вопрос...
 
Last edited:

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