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Mensajes publicados por LeaN
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Noo.. jajaja nadie entendio mi duda... no digo ke se bugea.. digo que tengo 2 player_info_deathmatch por celda.. pero cuando empieza la partida empieza 1 tt por celda y no entran mas... tendrian ke entrar 2 tts por celda.. pero entra 1 ( 14 celdas = 14 tts)
La idea era 14 celdas = 28 tts.. van entrando y llegan a los 14 perfecto pero cuando entra el tt numero 15 se muere.. y nada ke ver pero no es ke esta pegado al piso techo etc.. la ubicacion es perfecta.. espero ke ahora se entienda xD
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se.. okei gracias kpo
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Si, tengo la carpeta sprite dentro de la carpeta donde esta la fgd y el vhe, pero si no me equivoco creo que el sprite de la luz no lo tengo me lo podrias pasar? >.< . Y si no es eso, no se que podria ser.. y con respecto al otro problema, tenes razon el problema era que tenia mal encajada una textura no mas gracias ^^. Y siempre compilo con batch compiler.
Pero ahora mira me salta este error en la compilacion:
Warning: Too many light styles on a face(-668.000000,1456.500000,-49.009998)
Sera por ese sprite? o eso no genera problemas a la hora de compilar?
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Bueno aca mi problema es asi...
Yo usaba el Valve hammer editor 3.4, pero obsevando mas este foro, en utilidades y descargas, me descargue el Valve hammer editor 3.5 de mapping zone en castellano. Bueno, lo instale, y lo configure bien. Pero yo ya tenia un mapa ya hecho de jail asi que puse los mismos wads que tenia por el mapa. Problemas:
1. En el valve las entidades de luz se ven en un cuadradito rosa en la vista 3D, se tendria ke ver una lamparita.. aviso xq no se si va a ser un problema a futuro.. ( tengo el cs_expert-tom793c.fgd, por las dudas.)
2. A mi map le kiero dar mas detalles, pero cuando lo compilo... tengo este error en la compilacion:
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: "C:\Documents and Settings\Leandro\Escritorio\Mapping\zhlt253\hlcsg.exe"-wadinclude jail_andaman.wad -wadinclude null.wad "C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\jail_piu-brks\v9 N\jail_piu-brks_v9.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 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list :
[zhlt.wad]
[jail_andaman.wad]
[null.wad]
entering C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\jail_piu-brks\v9 N\jail_piu-brks_v9.map
Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
----- END hlcsg -----
hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: "C:\Documents and Settings\Leandro\Escritorio\Mapping\zhlt253\hlbsp.exe""C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\jail_piu-brks\v9 N\jail_piu-brks_v9.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\jail_piu-brks\v9 N\jail_piu-brks_v9.log for the cause.
----- END hlbsp -----
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: "C:\Documents and Settings\Leandro\Escritorio\Mapping\zhlt253\hlrad.exe"-sparse -chop 64 "C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\jail_piu-brks\v9 N\jail_piu-brks_v9.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\jail_piu-brks\v9 N\jail_piu-brks_v9.log for the cause.
----- END hlrad -----
PD: obviamente fue cuando pase de la version 3.4 a la 3.5. Pero ahora
no se como arreglar esto :/ vi este problema aca el de Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
y las respuestas eran ke tenia el nombre de una textura con un espacio o algo de eso pero yo simplemente cambie de version los nombres de las texturas nunk fueron modificadas :S
Desde ya, muchas gracias
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uuh.. yo lo keria ver.. pero no me aparecen las imagenes.. ademas en el link me aparece lo mismo que incrusser. Como ke no se arreglo :/
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ahah.. eso lo hice pero nada que ver xD..y.. perdon por porstear algunas dudas aca no me di cuenta.. no va a volver a pasar para la proxima posteo en mapping..
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Bueno estoy haciendo un mapa Jail solo le falta un retoque y esta listo pero el problema es este...
Le hice 14 celdas, yo al principio calcule que entrarian 2 tts por celda serian 28 tts .. y en un server Jail como tambien entran cts la cantidad esta perfecta.. bueno pero cuando se juega en el server van entrando 1 tt por celda cuando se juntan 14 tts hace la rotacion y entra el 15 y se muere :S..
No es como el resto de los mapas jail "oficiales" que entran primero 2 en una celda y despues otros 2 en otra celda y asi sucesivamente... como dije, en el mio entra 1 en una celda y despues entra otro pero en otra celda y cuando da la vuelta se muere -.- la pregunta seria..
¿como hago para primero entren 2 por celda como en xmf?
probe poniendo las entidades info_player_deathmatch en ordenes distintos pero no sirve :S hay algo que se pueda hacer? porque es mucho mapa y no le puedo agregar mas celdas -.-.
Espero que nadie se confunda con mi explicacion y perdon por hacerla extensa XD
Y gracias a todos los usuarios de mapping zone que siempren tienen la solucion a algun problema de mapping y ademas contestan rapido.. el mejor sitio ^^
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Si, tenes razon es eso. Gracias!! ^^
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Bueno estoy creando un boton que da armas y leo los tutoriales esta perfecto pero a mi en la entidad game_player_equip solo me aparece
la opcion Name y Team Master .. pero no me aparece nada mas, en los tutos aparece que abajo de eso esta la lista de armas para poner Yes o No pero no tengo esa lista.. sera porque tengo el valve hammer editor 3.4? Bueno 1 cosa mas, investigando un poco vi que en smart edit pones add y pones weapon_m4a1 y me da el arma pero que pongo para que me de BALAS? me da solo 30 balas y tengo que apretar 3 veces mas el boton para que me de 90 de recargo -.-
[Problema] Con el burst_best.wad Subido aca
en Dudas y problemas
Publicado
Bueno tengo un problema con el burst_best.wad subido en este foro,
muchos usuarios lo descargaron pero parece que no les fue problema..
a mi me sale esto en la compilacion no se si le hara algo al mapa o en definitiva en el server si se sube, aca la compilacion:
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: "C:\Documents and Settings\Leandro\Escritorio\Mapping\Valve Hammer Editor - MZ\Zhlt\hlcsg.exe"-wadinclude jail_andaman.wad -wadinclude null.wad -wadinclude burst_bestwads.wad -wadinclude cs_office.wad -wadinclude cs_havana.WAD -wadinclude halflife.wad -wadinclude cstrike.wad "C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\Pruebas\probando_models_letras2.map"
Entering C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\Pruebas\probando_models_letras2.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 [ 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 [ 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]
[jail_andaman.wad]
[null.wad]
[burst_bestwads.wad]
[cs_office.wad]
[cs_havana.WAD]
[halflife.wad]
[cstrike.wad]
Brushes discarded from clipping hulls: 1 (totalling 6 sides)
CreateBrush:
(0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.00 seconds)
Checking Wadfiles:
Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\jail_andaman.wad:
Contains 0 used textures, 0.00 percent of map. (32 textures in wad)
Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\cs_office.wad:
Contains 1 used texture, 12.50 percent of map. (102 textures in wad)
Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\cs_havana.wad:
Contains 0 used textures, 0.00 percent of map. (122 textures in wad)
Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\null.wad:
Contains 0 used textures, 0.00 percent of map. (1 textures in wad)
Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\cstrike.wad:
Contains 0 used textures, 0.00 percent of map. (123 textures in wad)
Including Wadfile: \archivos de programa\counter-strike 1.6\valve\halflife.wad:
Contains 2 used textures, 25.00 percent of map. (3116 textures in wad)
Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\burst_bestwads.wad:
Warning: Larger than expected texture (348972 bytes): 'MURO1'
Warning: Larger than expected texture (348972 bytes): 'PASTO'
Warning: Larger than expected texture (348972 bytes): 'PASTO2'
Warning: Larger than expected texture (348972 bytes): 'MURO2'
Warning: Larger than expected texture (348972 bytes): 'MURO3'
Warning: Larger than expected texture (348972 bytes): 'MURO4'
Warning: Larger than expected texture (348972 bytes): 'MURO_PASTO'
Warning: Larger than expected texture (348972 bytes): 'MURO_PASTO2'
Warning: Larger than expected texture (348972 bytes): 'MURO_PASTO3'
Warning: Larger than expected texture (348972 bytes): 'MURO5'
Warning: Larger than expected texture (348972 bytes): 'MURO_PASTO4'
Warning: Larger than expected texture (348972 bytes): 'MURO6'
Warning: Larger than expected texture (348972 bytes): 'MURO7'
Warning: Larger than expected texture (348972 bytes): 'MURO8'
Warning: Larger than expected texture (348972 bytes): 'ROCA'
Warning: Larger than expected texture (348972 bytes): 'PASTO3'
Warning: Larger than expected texture (348972 bytes): 'ARENA'
Warning: Larger than expected texture (348972 bytes): 'CAJA'
Warning: Larger than expected texture (348972 bytes): 'CHIMENEA'
Warning: Larger than expected texture (348972 bytes): 'AZTECA'
Warning: Larger than expected texture (348972 bytes): 'ARENA2'
Warning: Larger than expected texture (348972 bytes): 'ARENA3'
Warning: Larger than expected texture (348972 bytes): 'LADRILLOS'
Warning: Larger than expected texture (348972 bytes): 'LADRILLOS2'
Warning: Larger than expected texture (348972 bytes): 'LADRILLOS4'
Warning: Larger than expected texture (348972 bytes): 'LADRILLOS1'
Warning: Larger than expected texture (348972 bytes): 'BALDOSAS'
Warning: Larger than expected texture (348972 bytes): 'MURO9'
Warning: Larger than expected texture (348972 bytes): 'MURO10'
Warning: Larger than expected texture (348972 bytes): 'ROCA2'
Warning: Larger than expected texture (348972 bytes): 'PARED'
Warning: Larger than expected texture (348972 bytes): 'PARED1'
Warning: Larger than expected texture (348972 bytes): 'PARED2'
Warning: Larger than expected texture (348972 bytes): 'PARED3'
Warning: Larger than expected texture (348972 bytes): 'LADRILLOS5'
Contains 5 used textures, 62.50 percent of map. (180 textures in wad)
Texture usage is at 0.07 MB (of 32.00 MB max)
0.08 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: "C:\Documents and Settings\Leandro\Escritorio\Mapping\Valve Hammer Editor - MZ\Zhlt\hlbsp.exe""C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\Pruebas\probando_models_letras2.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 [ 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] 57 (0.00 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\Pruebas\probando_models_letras2.prt'
SolidBSP [hull 1] 50 (0.00 seconds)
SolidBSP [hull 2] 48 (0.00 seconds)
SolidBSP [hull 3] 48 (0.00 seconds)
0.05 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: "C:\Documents and Settings\Leandro\Escritorio\Mapping\Valve Hammer Editor - MZ\Zhlt\hlvis.exe""C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\Pruebas\probando_models_letras2.map"
Portalleafs: 15
Numportals: 31
-= 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 [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
Average leafs visible: 3
g_visdatasize: 60 compressed from 30
0.02 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: "C:\Documents and Settings\Leandro\Escritorio\Mapping\Valve Hammer Editor - MZ\Zhlt\hlrad.exe"-sparse -chop 64 "C:\Documents and Settings\Leandro\Escritorio\Mapping\Mapas\Pruebas\probando_models_letras2.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 [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Sparse ] [ 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 ]
Faces: 172
Create Patches: 1316 base patches
Opaque faces: 0
Square feet: 21409 [3082944.00 square inches]
Base patches created: 1316 out of 262180 max - sparse is on. (0.5%)
Direct lights: 1
BuildFacelights:
(1.45 seconds)
BuildVisLeafs:
(0.28 seconds)
Visibility matrix: 0.2 MB
MakeScales:
(0.20 seconds)
SwapTransfers:
(0.03 seconds)
Transfer Lists : 830972 : 830.97k transfers
Indices : 84132 : 82.16k bytes
Data : 3323888 : 3.17M bytes
GatherLight:
(0.05 seconds)
FinalLightFace:
(0.14 seconds)
2.28 seconds elapsed
----- END hlrad -----
PD: como ven esta ubicado en la carpeta del cstrike, uso batch compiler, solo hice un mapa simple de prueba, tambien lo agregue el wad en add WAD: etc.. gracias de antemano