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Publicado

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# Batch Compiler Zoners Spec #

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# Please report bugs to: ryansgregg@hotmail.com #

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Written At: 01/08/2011 01:58:17

BC Version: 2.0.3.1

 

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 (amckern@yahoo.com)

----- BEGIN hlcsg -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlcsg.exe"-wad

autodetect -estimate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

Entering C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map

 

Current hlcsg Settings

Name | Setting | Default

---------------------|-----------|-------------------------

threads [ 2 ] [ 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 ]

 

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

Wadfiles not in use by the map will be excluded

Wadinclude list :

[zhlt.wad]

 

2 brushes (totalling 12 sides) discarded from clipping hulls

CreateBrush:

(6.99 seconds)

SetModelCenters:

(0.03 seconds)

CSGBrush:

(3.02 seconds)

 

Using Wadfile: \program files\valve\valve\halflife.wad

- Contains 42 used textures, 63.64 percent of map (3116 textures in wad)

Using Wadfile: \program files\valve\cstrike\cstrike.wad

- Contains 2 used textures, 3.03 percent of map (123 textures in wad)

Using Wadfile: \program files\valve\cstrike\rober.wad

- Warning: Larger than expected texture (348972 bytes): 'CREDITOS1'

- Warning: Larger than expected texture (348972 bytes): 'CREDITOS2'

- Warning: Larger than expected texture (348972 bytes): 'CREDITOS3'

- Warning: Larger than expected texture (348972 bytes): 'CT'

- Warning: Larger than expected texture (348972 bytes): 'DEATHRUN'

- Warning: Larger than expected texture (348972 bytes): 'FUTBOL'

- Warning: Larger than expected texture (348972 bytes): 'KZ'

- Warning: Larger than expected texture (348972 bytes): 'PAPEL'

- Warning: Larger than expected texture (348972 bytes): 'PIEDRA'

- Warning: Larger than expected texture (348972 bytes): 'PIEDRASPAPELTIJ'

- Warning: Larger than expected texture (348972 bytes): 'PILETA'

- Warning: Larger than expected texture (348972 bytes): 'RING'

- Warning: Larger than expected texture (348972 bytes): 'SURF'

- Warning: Larger than expected texture (348972 bytes): 'TIJERAS'

- Warning: Larger than expected texture (348972 bytes): 'TRAMPOLIN'

- Warning: Larger than expected texture (348972 bytes): 'VERDADEROOFALSO'

- Warning: Larger than expected texture (348972 bytes): 'VESTIDORES'

- Warning: Larger than expected texture (348972 bytes): 'CELDS'

- Warning: Larger than expected texture (348972 bytes): 'CARRERAS1'

- Warning: Larger than expected texture (348972 bytes): 'CARRERAS2'

- Contains 21 used textures, 31.82 percent of map (63 textures in wad)

 

added 12 additional animating textures.

Warning: ::FindTexture() texture NULL not found!

Are you sure you included zhlt.wad in your wadpath list?

Warning: ::LoadLump() texture NULL not found!

Texture usage is at 3.34 mb (of 4.00 mb MAX)

10.66 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 (amckern@yahoo.com)

----- BEGIN hlbsp -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlbsp.exe"-est

imate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

 

Current hlbsp Settings

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 2 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ 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...1000...1500...2000...2500...3000...3500...4000...4500...

5000...5500...6000...6453 (0.81 seconds)

BSP generation successful, writing portal file 'C:\Users\Nico\Documentos\Xtremer

JB\Celdas +\Celdas.prt'

SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...

4919 (0.43 seconds)

SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...

4511 (0.31 seconds)

SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...

5000...5240 (0.47 seconds)

6.72 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 (amckern@yahoo.com)

----- BEGIN hlvis -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlvis.exe"-ful

l -estimate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

3124 portalleafs

9926 numportals

 

-= Current hlvis Settings =-

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 2 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

max vis distance [ 0 ] [ 0 ]

priority [ Normal ] [ Normal ]

 

fast vis [ off ] [ off ]

full vis [ on ] [ off ]

 

 

BasePortalVis:

(26.46 seconds)

LeafThread:

(479.23 seconds)

average leafs visible: 176

g_visdatasize:175968 compressed from 1221484

506.16 seconds elapsed [8m 26s]

 

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

 

 

 

hlrad 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 (amckern@yahoo.com)

----- BEGIN hlrad -----

Command line: "C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\hlrad.exe"-ext

ra -sparse -estimate "C:\Users\Nico\Documentos\Xtremer JB\Celdas +\Celdas.map"

 

-= Current hlrad Settings =-

Name | Setting | Default

--------------------|---------------------|-------------------------

threads [ 2 ] [ 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 [ Sparse ] [ 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 ]

 

 

[Reading texlights from 'C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\ligh

ts.rad']

[59 texlights parsed from 'C:\Users\Nico\Documentos\Xtremer JB\Batch Compiler\li

ghts.rad']

 

15014 faces

Create Patches : 86242 base patches

0 opaque faces

705767 square feet [101630448.00 square inches]

1895 direct lights

 

BuildFacelights:

1492 / 15014Malformed face (1492) normal @

(-248.00, 3537.00, -269.00)

(-248.00, 3537.00, -289.00)

(-247.00, 3537.00, -289.00)

(-247.00, 3537.00, -269.00)

1493 / 15014Error: Malformed face normal

Description: The texture alignment of a visible face is unusable

Howto Fix: If using Worldcraft, do a check for problems and fix any occurences o

f 'Texture axis perpindicular to face'

 

1494 / 15014

----- END hlrad -----

 

 

Presione una tecla para continuar . . .

 

Ya intenté tocando alt + p y fixeando y no me funcionó.. lo que necesito es que me expliquen como encuentro el objeto mediante coordenadas

Publicado

 

Ya intenté tocando alt + p y fixeando y no me funcionó.. lo que necesito es que me expliquen como encuentro el objeto mediante coordenadas

 

 

Necesito que me enseñen a guiarme por las coordenadas ya que ALT + P no funciona

Publicado
If you can't repair with Alt+p, delete the solid and create another, whitout bug ;)

 

But i need to search the solid and that's my problem.. i don't know how..

Publicado

Primero pone el cursor (la flechita) en cualquier punto de la vista top

 

en la parte de abajo del VHE (abajo de las vistas front y side, y justo arriba de la barra de tareas de la compu)

te aparecen las coordenadas, vas a ver que dice:

For Help, press F1

Más a la derecha están las coordenadas, te vas a dar cuenta cuales son porque adelante tienen un @

@coordenada1, coordenada2

Ojo, te muestra solo 2 coordenadas que son las que pertenecen a la vista en la que esta el cursor

 

(-247.00, 3537.00, -289.00)

El primer número es X

El segundo es Y

Y el tercero es Z

Osea:

Primero busca los dos primeros números en la vista top

y busca el terceron en cualquiera de las otras vistas

 

Tenes mucho tiempo libre, no? jkajaja

 

 

Publicado
Primero pone el cursor (la flechita) en cualquier punto de la vista top

 

en la parte de abajo del VHE (abajo de las vistas front y side, y justo arriba de la barra de tareas de la compu)

te aparecen las coordenadas, vas a ver que dice:

For Help, press F1

Más a la derecha están las coordenadas, te vas a dar cuenta cuales son porque adelante tienen un @

Ojo, te muestra solo 2 coordenadas que son las que pertenecen a la vista en la que esta el cursor

 

(-247.00, 3537.00, -289.00)

El primer número es X

El segundo es Y

Y el tercero es Z

Osea:

Primero busca los dos primeros números en la vista top

y busca el terceron en cualquiera de las otras vistas

 

¿Como es que sabes tanto de mapping y nunca vi un buen mapa tuyo? o.O

Usuario Gamebanana.com

 

CehPoeta http://gamebanana.com/members/512643

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