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Проблема с настройкой под Эпизод 1

Проблема с настройкой под Эпизод 1

Скинул папку episodic в SourceSDK. Скомпилил...
** Executing...
** Command: "D:\SourceSDK\bin\vbsp.exe"
** Parameters: -game "D:\SourceSDK\episodic" "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: D:\SourceSDK\episodic\materials
Loading D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (20813 bytes)
Error! prop_static using model "models/props_interiors/furniture_desk01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_desk01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 66 texinfos to 52
Reduced 15 texdatas to 14 (330 bytes to 308)
Writing D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed

** Executing...
** Command: "D:\SourceSDK\bin\vvis.exe"
** Parameters: -game "D:\SourceSDK\episodic" -fast "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
reading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.prt
37 portalclusters
59 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1183
Average clusters visible: 31
Building PAS...
Average clusters audible: 35
visdatasize:671 compressed from 592
writing d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed

** Executing...
** Command: "D:\SourceSDK\bin\vrad.exe"
** Parameters: -game "D:\SourceSDK\episodic" -noextra "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
140 faces
14233 square feet [2049575.75 square inches]
0 displacements
0 square feet [0.00 square inches]
140 patches before subdivision
2446 patches after subdivision
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 201095, max 274
transfer lists: 1.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(23071, 18130, 12910)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5974, 4375, 2409)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1661, 1121, 487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(486, 299, 102)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(149, 83, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(47, 23, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(15, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 60/8192 720/98304 ( 0.7%)
brushsides 378/65536 3024/524288 ( 0.6%)
planes 208/65536 4160/1310720 ( 0.3%)
vertexes 278/65536 3336/786432 ( 0.4%)
nodes 96/65536 3072/2097152 ( 0.1%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 140/65536 7840/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 84/65536 4704/3670016 ( 0.1%)
leaves 98/65536 3136/2097152 ( 0.1%)
leaffaces 167/65536 334/131072 ( 0.3%)
leafbrushes 98/65536 196/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 1022/512000 4088/2048000 ( 0.2%)
edges 638/256000 2552/1024000 ( 0.2%)
LDR worldlights 9/8192 792/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 19/32768 190/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 261/65536 522/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 100680/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 671/16777216 ( 0.0%)
entdata [variable] 20177/393216 ( 5.1%)
LDR leaf ambient 98/65536 2352/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1972 ( 0.1%)
pakfile [variable] 10006/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 20813/4194304 ( 0.5%)
==== Total Win32 BSP file data space used: 200095 bytes ====

Total triangle count: 404
Writing d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp" "D:\SourceSDK\episodic\maps\house2.bsp"

The command failed. Windows reported the error:
"Системе не удается найти указанный путь."

Что делать????

"Half-Life 2: Episode One"
{
"GameDir" "D:\SourceSDK\episodic"
"hammer"
{
"GameData0" "D:\SourceSDK\bin\halflife2.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "D:\SourceSDK\Launcher_EP1.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_start"
"BSP" "D:\SourceSDK\bin\vbsp.exe"
"Vis" "D:\SourceSDK\bin\vvis.exe"
"Light" "D:\SourceSDK\bin\vrad.exe"
"GameExeDir" "D:\SourceSDK"
"MapDir" "\sourcesdk_content\episodic\mapsrc"
"BSPDir" "D:\SourceSDK\episodic\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}

Может, проблема в halflife2.fgd? А где взять fqd для Эпизода 1?
 
The command failed. Windows reported the error:
"Системе не удается найти указанный путь."


На этом все! Игра-то не запускается! Сам перенес карту в игру - заработало. Но надо, чтобы все таки из Хаммера запускалось..
 
2 -HunteR-:
А можешь сказать точнее, как пути указывать?
У меня так:

"Half-Life 2: Episode One"
{
"GameDir" "D:\SourceSDK\episodic"
"hammer"
{
"GameData0" "D:\SourceSDK\bin\halflife2.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "D:\SourceSDK\Launcher_EP1.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_start"
"BSP" "D:\SourceSDK\bin\vbsp.exe"
"Vis" "D:\SourceSDK\bin\vvis.exe"
"Light" "D:\SourceSDK\bin\vrad.exe"
"GameExeDir" "D:\SourceSDK"
"MapDir" "\sourcesdk_content\episodic\mapsrc"
"BSPDir" "D:\SourceSDK\episodic\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
 

-HunteR-

New member
Aug 6, 2006
3,065
33
3
0
ХМАО
выв

Gamedir у тя должен быть: D:\SourceSDK\

[ADDED=-HunteR-]1232546971[/ADDED]
Запуск игры ведь не в папке episodic
 
2 -HunteR-:
Пробовал, не помогло=( Но твои слова "Запуск игры ведь не в папке episodic" надоумели меня кинуть ep1_launcher в папку episodic и все заработало! =)

Оффтоп
 

-HunteR-

New member
Aug 6, 2006
3,065
33
3
0
ХМАО
2 Chuwis720:
Кто же тебе будет для EP2 клепать новый СДК? Сервис пак максимум с поддержкой EP2
 

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