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    zm_impressive

    wester
    Por wester

    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 :D 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:

     

    2lld2fk.jpg

    11188pl.jpg

    4g3s49.jpg

    16c4dx5.jpg

     

     

     

    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 :D

     

    Nota: Hay mas de 4 escondites en el mapa y mas de 20 paredes, cristales, que se pueden romper


    Func no funcionan

    raissonochoa
    Por raissonochoa

    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

    wicho
    Por wicho

    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

    Alexis'-'
    Por Alexis'-'

    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)

    Nieto_Leandro_en_perico
    Por Nieto_Leandro_en_perico

    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

    Rody
    Por Rody

    Hola, tengo un problema actualmente con un mapa, me tira unos errores en el batch compiler, anteriormente acudí a 1/4 de barra que me dió una mano, y sí, 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 sí, 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)

    n1n4171
    Por n1n4171

    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

    n1n4171
    Por n1n4171

    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

    IvNN'
    Por IvNN'

    Hola, estoy creando un mapa para el mod Soccerjam de la cancha de banfield (para un amigo :P) 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, cubrí las caras no visibles con null para ver si así 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:

     

     

    349.jpg

     

     

     

    BB8.jpg

     

     

     

    459.jpg

     

     

     

    27A.jpg

     

     

     

    781.jpg

     

     

    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

    wester
    Por wester

    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?


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