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zm_impressive
Descripción: Mapa para modo zombie plague
Titulo del mapa: zm_impressive
Tipo: Zm_
Slots: 16 TT - 16 CT
Tamaño: Grande
Descarga: http://gamebanana.com/maps/192341
Imágenes y comentarios: Buenas buenas
aqui les dejo mi primer mapa joda1
Lo hice espacioso y tambien con buenos campamentos entre otras cosas.
Sean amables :'D fue mi primer mapita peaceico
Mapa: zm_impressive
Tipo: Modo Zombie
Slots: 32
Author: WesTeR
Imagenes del mapa:




Link del mapa: http://gamebanana.com/maps/192341
Espero les guste el mapa
Cualquier error o mejora por favor dejarla en los comentarios para ir aprendiendo cada vez mas ![]()
Nota: Hay mas de 4 escondites en el mapa y mas de 20 paredes, cristales, que se pueden romper
Func no funcionan
Hola, quisiera porfa me ayudaran con esto, tengo un problema que al hacer cualquier funcion no hace efecto en el juego
llevo un tiempo haciendo mapas y soy digamos intermedio, pense que al crear el asensor lo paht track y el func_door eran fallas mias, pero quise hacer una prueba creando un nuevo mapa con algunas 5func y como crei ninguna funciona, esto me paso desde que formatee mi pc a windows 8, despues de instalarlo el VHL denuevo empeze a hacer un mapa, todo bien pero cuando quize hacer una entidad no funciona, solo funciona los light
PD: tengo la configuracion VHL correcta
[Pedido] texturas animadas
Hola todos, bueno alguien tiene packs de texturas animadas de computadoras, maquinas, ventiladores? es decir texturas animadas tipo laboratorio.. gracias antemano
Error: Exceeded MAX_LEAF_FACES
Hola, alguien me puede ayudar, me tira un error al compilar un mapa basebuilder, aca les dejo el log
hlcsg v??? rel VL 12 (May 1 2010) 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 (vluzacn@163.com) ----- BEGIN hlcsg ----- Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlcsg.exe"-wadinclude zhlt.wad -wadinclude boxes.wad -wadinclude jbxgames.wad -wadinclude credits_rg.wad -wadinclude BMS.wad -wadinclude cstrike.wad -wadinclude hl2_tex.wad C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map -low -wadautodetect -cliptype simple Original Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlcsg.exe"-wadinclude zhlt.wad -wadinclude boxes.wad -wadinclude jbxgames.wad -wadinclude credits_rg.wad -wadinclude BMS.wad -wadinclude cstrike.wad -wadinclude hl2_tex.wad C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map Entering C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 4 ] [ 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 [ Low ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clip hull type [ simple ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.100 ] [ 0.100 ] brush union threshold [ 0.000 ] [ 0.000 ] map scaling [ None ] [ None ] Using mapfile wad configuration Wadfiles not in use by the map will be excluded Wadinclude list : [zhlt.wad] [zhlt.wad] [boxes.wad] [jbxgames.wad] [credits_rg.wad] [bMS.wad] [cstrike.wad] [hl2_tex.wad] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: (1.60 seconds) SetModelCenters: (0.02 seconds) CSGBrush: (0.16 seconds) Using Wadfile: \program files (x86)\counter-strike 1.6\valve\halflife.wad - Contains 3 used textures, 13.04 percent of map (3116 textures in wad) Including Wadfile: \users\pc\desktop\maps\valve hammer editor [t]incho\vhlt\zhlt.wad - Contains 1 used texture, 4.35 percent of map (13 textures in wad) Including Wadfile: \users\pc\desktop\maps\wads\wadsdescargados\misc\bms.wad - Contains 1 used texture, 4.35 percent of map (447 textures in wad) Including Wadfile: \users\pc\desktop\maps\wads\wadsdescargados\nuevos\hl2_tex.wad - Contains 13 used textures, 56.52 percent of map (1367 textures in wad) Including Wadfile: \users\pc\desktop\.wads extraidos\jbxgames.wad - Contains 3 used textures, 13.04 percent of map (106 textures in wad) Including Wadfile: \users\pc\desktop\maps\wads\cstrike.wad - Contains 1 used texture, 4.35 percent of map (123 textures in wad) Including Wadfile: \users\pc\desktop\maps\wads\wadsdescargados\boxes.wad - Contains 1 used texture, 4.35 percent of map (100 textures in wad) Texture usage is at 1.41 mb (of 4.00 mb MAX) 4.22 seconds elapsed ----- END hlcsg ----- hlbsp v??? rel VL 12 (May 1 2010) 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 (vluzacn@163.com) ----- BEGIN hlbsp ----- Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlbsp.exe"C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map -low Original Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlbsp.exe"C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 4 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Low ] [ 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] 98 (0.02 seconds) BSP generation successful, writing portal file 'C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.prt' SolidBSP [hull 1] Error: Exceeded MAX_LEAF_FACES Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1) Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect ----- END hlbsp ----- hlvis v??? rel VL 12 (May 1 2010) 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 (vluzacn@163.com) ----- BEGIN hlvis ----- Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlvis.exe"-full C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map -low -full Original Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlvis.exe"-full C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map >> There was a problem compiling the map. >> Check the file C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.log for the cause. ----- END hlvis ----- hlrad v??? rel VL 12 (May 1 2010) 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 (vluzacn@163.com) ----- BEGIN hlrad ----- Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlrad.exe"C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map -low -bounce 3 Original Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlrad.exe"C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.map >> There was a problem compiling the map. >> Check the file C:\Users\pc\Desktop\Maps\bb_wood\bb_wood.log for the cause. ----- END hlrad -----
problema con vhe (win 8 x32)
Buenas. Tengo un problema que nunca me dejo hacer mapas en el vhe. Lo que pasa es que, cuando creo o edito algun mapa en el vhe, si quiero seleccionar algun solido o entidad, desde cierto angulo de la camara no puedo seleccionarla o se selecciona lo que esta atras, como si ese solido no estubiera.
Aver..para que se entienda. Por ejemplo tengo dos solidos, uno sobre el otro. El solido de arriba se llama A y el de abajo se llama B. La cosa es que, cuando con la camara me pongo arriba de esos dos solidos, a travez de la vista de la camara quiero seleccionar el solido A, pero se selecciona el solido B, como si el solido A no existiera.
Si alguien tubo el mismo problema y lo soluciono, es un favor si lo publican aqui, ya que estoy renegando con este problema desde aserrato. Gracias de antemano y nos vemos.
Me olvide decir que mi pc con el problema es windows 8.
Error compilación del mapa
Hola, tengo un problema actualmente con un mapa, me tira unos errores en el batch compiler, anteriormente acudà a 1/4 de barra que me dió una mano, y sÃ, el logro compilar, eliminando unas y otras cosas, ahora el problema está en el que yo no puedo hacerlo compilar, incluso, pasandome el .rmf ya funcionando, creo que es un error del programa en sÃ, porque tira algo de error memory location failure, desde ya, muchas gracias, saludos
hlcsg 3.6 x86 (32b) SSE2 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlcsg -----
Command line: "D:\Valve Hammer EDITOR [T]incho\SHLT\HLCSG.exe"-noskyclip -nowadtextures -wadautodetect -wadinclude cstrike.wad"halflife.wad"silenthill.wad"null.wad -wadinclude cstrike.wad -wadinclude halflife.wad -wadinclude silenthill.wad -wadinclude null.wad "D:\Mis Mapas\l4d_parish_bridge"
Entering D:\Mis Mapas\l4d_parish_bridge.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 [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
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 [ off ] [ 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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[cstrike.wad"halflife.wad"silenthill.wad"null.wad]
[cstrike.wad]
[halflife.wad]
[silenthill.wad]
[null.wad]
Brushes discarded from clipping hulls: 0 (totalling 0 sides)
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.13 seconds)
Checking Wadfiles:
Including Wadfile: \counter-strike 1.6\cstrike\null.wad:
Contains 1 used texture, 4.00 percent of map. (1 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\credits_rg.wad:
Contains 4 used textures, 16.00 percent of map. (14 textures in wad)
Including Wadfile: \counter-strike 1.6\cstrike\silenthill.wad:
Contains 13 used textures, 52.00 percent of map. (412 textures in wad)
Including Wadfile: \counter-strike 1.6\valve\halflife.wad:
Contains 7 used textures, 28.00 percent of map. (3116 textures in wad)
Texture usage is at 0.62 MB (of 32.00 MB max)
0.28 seconds elapsed
----- END hlcsg -----
hlbsp 3.6 x86 (32b) SSE2 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlbsp -----
Command line: "D:\Valve Hammer EDITOR [T]incho\SHLT\HLBSP.exe""D:\Mis Mapas\l4d_parish_bridge"
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 [ 33554432 ] [ 33554432 ]
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...941 (0.03 seconds)
BSP generation successful, writing portal file 'D:\Mis Mapas\l4d_parish_bridge.prt'
SolidBSP [hull 1] 500...699 (0.02 seconds)
SolidBSP [hull 2] 500...546 (0.02 seconds)
SolidBSP [hull 3] 500...694 (0.03 seconds)
0.44 seconds elapsed
----- END hlbsp -----
hlvis 3.6 x86 (32b) SSE2 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlvis -----
Command line: "D:\Valve Hammer EDITOR [T]incho\SHLT\HLVIS.exe"-maxdistance 0 -full "D:\Mis Mapas\l4d_parish_bridge"
Portalleafs: 352
Numportals: 902
-= Current hlvis 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 [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
BasePortalVis:
(0.06 seconds)
LeafThread:
(2.41 seconds)
Average leafs visible: 205
g_visdatasize: 16286 compressed from 15488
2.49 seconds elapsed
----- END hlvis -----
hlrad 3.6 x86 (32b) SSE2 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlrad -----
Command line: "D:\Valve Hammer EDITOR [T]incho\SHLT\HLRAD.exe"-extra "D:\Mis Mapas\l4d_parish_bridge"
-= Current hlrad 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 [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
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 [ 64.000 ] [ 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 ]
Faces: 5378
Create Patches: 55675 base patches
Opaque faces: 0
Square feet: 874686 [125954784.00 square inches]
Base patches created: 55675 out of 65545 max. (84.9%)
Direct lights: 1
BuildFacelights:
(84.45 seconds)
visibility matrix : 184.8 megs
BuildVisLeafs:
(134.91 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
Info: ‹D$Pÿ#;ƒÄ3ÀÂ
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
Info: ‹D$Pÿ#;ƒÄ3ÀÂ
----- END hlrad -----
como poner stripes models(SOLUCIONADO)
HOLA estoy creando mi primer mapa pero el mapa es para el zombie escape mod se como crear las explociones se lo basico
pero no se como poner vehiculos,aviones etc... solo pido ayuda para esto ya que se que este foro podra ayudarme u_u
mi presentacion stssa
hola mi nombre en soy tu senpai soy andrea ( pd : mi nombre tiene un puzle resuenvanlo :v ) ESPERO CAERME BIEN CON TODOS YA QUE VINE AQUI
PARA APRENDER A CREAR MAPAS Y VER NUEVAS FORMAS DE SOCIALIZARME CON LA COMUNIDAD ESPERO CAERLEs bien
Error al compilar
Hola, estoy creando un mapa para el mod Soccerjam de la cancha de banfield (para un amigo
) y me está tirando un error que no sé como solucionar, probé desde cambiar el tamaño de las texturas de las tribunas (que eran de 512 x 512) y algunas otras con un tamaño innecesario, cubrà las caras no visibles con null para ver si asà bajaba el peso del mapa...
Hay una sola luz en el mapa (light_environment) y el mapa está cubierto por un cubo de sky.
Algunas imágenes para que vean que el mapa no es nada del otro mundo:





y el LOG:
hlrad 3.4 SSE 2 V2.0 (Mar 29 2009)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\Users\Ivan\Desktop\Mapping\ZHLT2\hlrad.exe -extra -estimate C:\Users\Ivan\Desktop\sj_banfield
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 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 [ 64.000 ] [ 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 ]
7449 faces
Create Patches : 58260 base patches
0 opaque faces
531567 square feet [76545672.00 square inches]
1 direct lights
BuildFacelights:
(43.39 seconds)
visibility matrix : 202.3 megs
BuildVisLeafs:
(88.61 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentatEion; heap corruption
rror: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; sError: Memorwaypfile all size is smocatialleron fa than required; memory fragilurmentae
Detison;cription: The program failled heap corruption
to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
----- END hlrad -----
[Pedido]Textura de arbustos
Hola gente de mundo mapping
Sera que me podrian ayudar a conseguir las texturas de arbutos? para hacer paredes de arbustos bien bonitas, como de laberintos, etc?

