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No puedo jugar mi mapa compilado


thelanga

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hola que tal

me llamo tinchodem y hice un re lindo mapa, genial hermoso biutiful mapa.

me compila todo 10 puntos. le puse un wad que hice re copado y lo meti en el batch compiler y el batch hizo magia y me tiro el bsp

lo mande a maps y cuando lo voy a probar al cs me carga 2 rayitas y se sale, y me manda el escritorio. no hay cartel de error, ni sonidito, ni problema al compilar, nada.

solucion?

 

aca esta el magic LOG

 

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:\Documents and Settings\Martin\Mis documentos\VHE\Zhlt\hlcsg.exe"-wadinclude jejeje.wad "C:\Documents and Settings\Martin\Mis documentos\VHE\el_intento.map"

Entering C:\Documents and Settings\Martin\Mis documentos\VHE\el_intento.map

 

Current hlcsg Settings

Name | Setting | Default

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

threads [ 1 ] [ 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]

[jejeje.wad]

 

0 brushes (totalling 0 sides) discarded from clipping hulls

CreateBrush:

(0.08 seconds)

SetModelCenters:

(0.00 seconds)

CSGBrush:

(0.72 seconds)

 

Using Wadfile: \archivos de programa\counter-strike 1.6\valve\halflife.wad

- Contains 15 used textures, 36.59 percent of map (3116 textures in wad)

Using Wadfile: \archivos de programa\counter-strike 1.6\valve\decals.wad

- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

Including Wadfile: \documents and settings\martin\mis documentos\vhe\jejeje.wad

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

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

- Warning: Larger than expected texture (697132 bytes): 'CANCHA'

- Contains 26 used textures, 63.41 percent of map (35 textures in wad)

 

Texture usage is at 2.63 mb (of 4.00 mb MAX)

3.72 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:\Documents and Settings\Martin\Mis documentos\VHE\Zhlt\hlbsp.exe""C:\Documents and Settings\Martin\Mis documentos\VHE\el_intento.map"

 

Current hlbsp Settings

Name | Setting | Default

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

threads [ 1 ] [ 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] 500...595 (0.08 seconds)

BSP generation successful, writing portal file 'C:\Documents and Settings\Martin\Mis documentos\VHE\el_intento.prt'

SolidBSP [hull 1] 500...784 (0.09 seconds)

SolidBSP [hull 2] 500...762 (0.06 seconds)

SolidBSP [hull 3] 500...831 (0.09 seconds)

1.16 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:\Documents and Settings\Martin\Mis documentos\VHE\Zhlt\hlvis.exe""C:\Documents and Settings\Martin\Mis documentos\VHE\el_intento.map"

331 portalleafs

1001 numportals

 

-= Current hlvis Settings =-

Name | Setting | Default

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

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ off ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

max vis distance [ 0 ] [ 0 ]

priority [ Normal ] [ Normal ]

 

fast vis [ off ] [ off ]

full vis [ off ] [ off ]

 

 

BasePortalVis:

(0.42 seconds)

LeafThread:

(11.13 seconds)

Warning: Leaf portals saw into leaf

Problem at portal between leaves 249 and 253:

(1454.170 -2239.847 -159.153)

(532.052 -2272.792 -126.846)

(-57.000 -2272.000 -126.846)

 

Warning: Leaf portals saw into leaf

Problem at portal between leaves 254 and 251:

(-108.000 -2331.714 -102.000)

(-108.000 -2295.659 -102.000)

(159.211 -2286.112 -111.776)

(1488.000 -2261.805 -160.390)

(1488.000 -2290.007 -160.390)

 

Warning: Leaf portals saw into leaf

Problem at portal between leaves 255 and 258:

(1232.000 -2277.220 -122.000)

(1025.224 -2273.455 -126.846)

(532.052 -2272.792 -126.846)

(515.131 -2273.396 -125.946)

 

Warning: Leaf portals saw into leaf

Problem at portal between leaves 256 and 252:

(1454.170 -2257.424 -159.153)

(1454.170 -2239.847 -159.153)

(1488.000 -2238.639 -160.390)

(1488.000 -2256.805 -160.390)

 

Warning: Leaf portals saw into leaf

Problem at portal between leaves 257 and 261:

(1158.024 -2278.566 -126.846)

(1488.000 -2283.529 -116.000)

(1488.000 -2280.484 -126.846)

 

Warning: Leaf portals saw into leaf

Problem at portal between leaves 258 and 262:

(930.327 -2277.238 -126.846)

(686.997 -2275.819 -126.846)

(1232.000 -2279.679 -122.000)

(1225.231 -2279.577 -122.443)

 

Warning: Leaf portals saw into leaf

Problem at portal between leaves 260 and 252:

(1454.170 -2260.075 -159.153)

(1454.170 -2257.424 -159.153)

(1488.000 -2256.805 -160.390)

(1488.000 -2259.418 -160.390)

 

average leafs visible: 109

g_visdatasize:14288 compressed from 13902

14.03 seconds elapsed

 

----- 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:\Documents and Settings\Martin\Mis documentos\VHE\Zhlt\hlrad.exe""C:\Documents and Settings\Martin\Mis documentos\VHE\el_intento.map"

 

-= Current hlrad Settings =-

Name | Setting | Default

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

threads [ 1 ] [ 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 ]

 

vismatrix algorithm [ Original ] [ Original ]

oversampling (-extra)[ off ] [ 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:\Documents and Settings\Martin\Mis documentos\VHE\Zhlt\lights.rad']

[59 texlights parsed from 'C:\Documents and Settings\Martin\Mis documentos\VHE\Zhlt\lights.rad']

 

2456 faces

Create Patches : 16461 base patches

0 opaque faces

397808 square feet [57284444.00 square inches]

1 direct lights

 

BuildFacelights:

(30.67 seconds)

visibility matrix : 16.2 megs

BuildVisLeafs:

(47.06 seconds)

MakeScales:

(52.55 seconds)

SwapTransfers:

(27.00 seconds)

Transfer Lists : 22212376 : 22.21M transfers

Indices : 4226672 : 4.03M bytes

Data : 88849504 : 84.73M bytes

GatherLight:

(7.45 seconds)

FinalLightFace:

(22.11 seconds)

209.61 seconds elapsed [3m 29s]

 

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

 

 

 

 

 

 

 

thankiuuuu

Edited by thelanga
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vos decis que tiene que ver con las testuras?

mira, no tiene ninguna de todas las geniales texturas espacio, pero hay una que intente meterle el {, osea el coso para la trasparencia

si viene por el lado de las texturas, la hago de vuelta sin la de { y lo pruebo y edito dale? gracias pa

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no martincho, gracias, pero no me sirvio, no tengo espacios en el mapa, el dust2 me abre y el inj no lo tengo abierto...

ahi edite y puse el log

creo que encontre el problema pero me dice unos leafs o algo y no lo entiendo, algun inteligente me lo explique, esta editado el postttttttt

 

dale che, el que me da la solucion le regalo un chocolate y un sanguche de milanesa, letsgo

Edited by thelanga
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- Warning: Larger than expected texture (348972 bytes): 'POPULAR'

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

- Warning: Larger than expected texture (697132 bytes): 'CANCHA'

 

Los solidos que tienen esa textura o son muy pesados (en kB) o estan colocados en un solido muy estirado, en el caso de que sean pesados bajales la calidad, convertilos en formato png.

Si es lo otro entonces corta ese solido en trosos asi no este tan estirado.

 

El 2do es simple, compilaste tu mapa encerrando con un cubo, eso esta mal y te caga los fps. yo te recomiendo que solo le pongas sky a la parte del cielo del mapa y arriba de las paredes.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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

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

- Warning: Larger than expected texture (697132 bytes): 'CANCHA'

 

Los solidos que tienen esa textura o son muy pesados (en kB) o estan colocados en un solido muy estirado, en el caso de que sean pesados bajales la calidad, convertilos en formato png.

Si es lo otro entonces corta ese solido en trosos asi no este tan estirado.

 

El 2do es simple, compilaste tu mapa encerrando con un cubo, eso esta mal y te caga los fps. yo te recomiendo que solo le pongas sky a la parte del cielo del mapa y arriba de las paredes.

 

es un garron, porque a los bloques con esas texturas enormes los corté y los pinte con el "tratar como uno" y quedo como antes pero con muchos bloques en vez de uno, y el cielo trate de no hacerlo cubico, pero es complicado, porque estoy haciendo LA BOMBONERA, con texturas todas puestas por mi, gente de cada parte de la cancha, la cancha, los palcos, todo. ya no se que hacer che :( encima ni me tira errores

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podrias compilar sin usar el vis.

 

Osea apretas f9 en vhe, en vis pones No y te compila mejor.

Lo malo de esto es que empeora la visibilidad, pero es aceptable graficamente.

 

Te doy un consejo para tu proximo mapa, el juego (counter-strike o halflife) no esta hecho especificamente para tener solidos con curvas estilo "el monumental" o esa parte de la bombonera que es curba, depende mas de paredes cuadradas etc, es un motor viejo.. y para meterle esas cosas necesitas de ciertos programas.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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podrias compilar sin usar el vis.

 

Osea apretas f9 en vhe, en vis pones No y te compila mejor.

Lo malo de esto es que empeora la visibilidad, pero es aceptable graficamente.

 

Te doy un consejo para tu proximo mapa, el juego (counter-strike o halflife) no esta hecho especificamente para tener solidos con curvas estilo "el monumental" o esa parte de la bombonera que es curba, depende mas de paredes cuadradas etc, es un motor viejo.. y para meterle esas cosas necesitas de ciertos programas.

 

ahora pruebo lo del vis. y con lo de las curvas, ya lo se, una vez quise hacer la bombonera bien curva y redonda, y me tiraba el max_patches y esas boludeces, asique esta cuadrada esta casi. :) gracias papa por ayudar eh

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