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Проблема с картой

Келл

Ну и нуб, ну и нуб..
Aug 5, 2010
64
0
0
Проблема с картой

В редакторе (CSM) всё нормально с брашами, а в игре браш по цифрой 2 имеет другую форму, почему?
 

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Backbreaker

графодрочер ксм
Dec 27, 2007
3,094
20
0
Может быть неправильная плоскость? То есть четыре вершины одного фэйса лежат в разных плоскостях
 

Good_ok

♀+♂=♥
Nov 29, 2009
1,442
30
2 Келл:
У тебя наверняка ошибка Invalid Solid Structure браш кривой, нельзя делать такие браши. Замени его на другой или разрежь его CLIP.
 

Келл

Ну и нуб, ну и нуб..
Aug 5, 2010
64
0
0
Code:
** Executing...
** Command: Change Directory
** Parameters: C:\Games\CS\CS 1.6


** Executing...
** Command: Copy File
** Parameters: "C:\Games\CS\vhe\de_licei6\aim_cod.map" "C:\Games\CS\CounterStrike1.8\Counter Strike 1.8 Goiceasoft\cstrike\maps\aim_cod.map"


** Executing...
** Command: C:\Games\CS\vhe\VHEditor\tools\hlcsg.exe
** Parameters: "C:\Games\CS\CounterStrike1.8\Counter Strike 1.8 Goiceasoft\cstrike\maps\aim_cod"

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: C:\Games\CS\vhe\VHEditor\tools\hlcsg.exe "C:\Games\CS\CounterStrike1.8\Counter Strike 1.8 Goiceasoft\cstrike\maps\aim_cod"
Entering C:\Games\CS\CounterStrike1.8\Counter Strike 1.8 Goiceasoft\cstrike\maps\aim_cod.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           [      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%... (0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%... (0.06 seconds)

Using Wadfile: \games\cs\cs 1.6\cstrike\decals.wad
 - Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \games\cs\cs 1.6\cstrike\cstrike.wad
 - Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \games\cs\cs 1.6\cstrike\cstraining.wad
 - Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \games\cs\cs 1.6\valve\halflife.wad
 - Contains 1 used texture, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \games\cs\counterstrike1.8\counter strike 1.8 goiceasoft\cstrike\de_desant.wad
 - Contains 0 used textures, 0.00 percent of map (7 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.14 seconds elapsed

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




** Executing...
** Command: C:\Games\CS\vhe\VHEditor\tools\hlbsp.exe
** Parameters: "C:\Games\CS\CounterStrike1.8\Counter Strike 1.8 Goiceasoft\cstrike\maps\aim_cod"

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: C:\Games\CS\vhe\VHEditor\tools\hlbsp.exe "C:\Games\CS\CounterStrike1.8\Counter Strike 1.8 Goiceasoft\cstrike\maps\aim_cod"

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] 62 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ (   8,   0,-128)
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] 65 (0.00 seconds)
Warning: === LEAK in hull 1 ===
Entity info_player_start @ (   8,   0,-128)
SolidBSP [hull 2] 61 (0.00 seconds)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ (   8,   0,-128)
SolidBSP [hull 3] 66 (0.02 seconds)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ (   8,   0,-128)
0.14 seconds elapsed

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




** Executing...
** Command: C:\Games\CS\vhe\VHEditor\tools\hlbsp.exe
** Parameters:  +map "aim_cod"
Вот код компиляции, поиск ошипки ничего не дал, разрез не помог(если я конечно правильно понял что имелось ввиду)
 

ZEN-1

New member
Dec 3, 2009
1,024
29
Движок не поддерживает "впуклые" многоугольники... сделай ту же фигуру из нескольких брашей.
 

Келл

Ну и нуб, ну и нуб..
Aug 5, 2010
64
0
0
А нет, разрезал получилось :bigsmile: Хотя это не впуклый многоугольник...
 

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