Jump to content

_ZodraK_1709396373

Usuario
  • Contenido

    92
  • Ingreso

  • Última visita

Mensajes publicados por _ZodraK_1709396373

  1. Le dice "problema" pero solo es una pared mas alta que la otra :xD: seguro lo aclaro solo para que las acomode junior pero en si no le afecta al mapa solo a lo visual digamos, el bad surface si es un problema grave decile que solo use el encajar para la cara(face) necesaria porque esa herramienta lo que hace es encajar el solido seleccionado pero por todas las caras y si es muy finita tira tremendo error , aparte de decirle cuales fueron sus errores decile como solucionarlos asi aprende y no te pasa su rmf cada vez que tiene uno saludos y si tiene duda problemas que pregunte en MZ que aca te re ayudan son unos masters :(piola):. :(nerdicon):
  2. Hola tengo un problema rarisimo con el vhe que hace muy incomodo mappear :(howard): , el problema es que selecciono un solido o una entidad y me selecciona lo que esta detras del solido o la entidad y tengo que apretar muchas veces hasta que se me selecciona el que quiero o tengo que mover la camara del 3D y apuntar al solido de diferentes lugares para poder seleccionar lo que quiero y es muy incomodo esa imprecision .

     

    Les dejo una foto para que vean mas claro lo que me pasa :(=E):

     

    CLICK ACA PARA VER LA IMAGEN: http://imageshack.us/photo/my-images/204/62180692.jpg/

    scaled.php?server=204&filename=62180692.jpg&res=medium

     

     

    PD: Esto solo me pasa desde mi netbook, en la pc todo funciona correctamente el problema es que se me quemo la mother y ando mappeando con esta netbook :xD:

  3. le ubieras sacado el light enviroment agregado lights y cambiado el sky y bastaba jaja y lo de subirse al techo es tu maximo error, le sacas jugabilidad porq uno va lo mas trankilo y de la nada uno te la pone de quien sabe donde y mas porq sacas los skys que tapaban los techos q hacian q los fps sean buenisimos :(6): toma en cuenta esas cosas para tu proximo map :(=E):
  4. Amigo conseguite un model por favor y clipealo... es dificil conseguir un esos prefabs.... y dificilmente las texturas que se encuentran de un autobus. :(

     

    jaja no me funcionana los models porq el problema de q no se me ven cuando los pongo solo se ven el cuadrito verde o violeta Xd asi q va ser un desafio para mi ya lo estoy haciendo

  5. Hola tengo una duda como encuentro la position q dice en el error adentro del valve hammer?? porq en el log no dice en ningun lado el error pero en el cs si salta el badsurface :ouch:

     

     

    bad surface extents 720/0 at position(1040,-784,1376)

     

    6051942badsurface.jpg

     

    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\ww\My Documents\Downloads\Compressed\MappingKit2\MappingKit2\ZHLT\hlcsg.exe"-texdata 8192Kb -estimate "C:\Documents and Settings\ww\Desktop\zm css\MAP DUST LARGO CZ\6badsurface.map"

    Entering C:\Documents and Settings\ww\Desktop\zm css\MAP DUST LARGO CZ\6badsurface.map

     

    Current hlcsg Settings

    Name | Setting | Default

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

    threads [ 1 ] [ Varies ]

    verbose [ off ] [ off ]

    log [ on ] [ on ]

    developer [ 0 ] [ 0 ]

    chart [ off ] [ off ]

    estimate [ on ] [ off ]

    max texture memory [ 8388608 ] [ 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]

     

    0 brushes (totalling 0 sides) discarded from clipping hulls

    CreateBrush:

    (0.89 seconds)

    SetModelCenters:

    (0.02 seconds)

    CSGBrush:

    (1.78 seconds)

     

    Using Wadfile: \juegos\cs mappear\valve\halflife.wad

    - Contains 5 used textures, 18.52 percent of map (3116 textures in wad)

    Using Wadfile: \juegos\cs mappear\cstrike\czcs_office.wad

    - Contains 1 used texture, 3.70 percent of map (305 textures in wad)

    Using Wadfile: \fy_taringacs_dust_largo.wad

    - Contains 8 used textures, 29.63 percent of map (119 textures in wad)

    Using Wadfile: \juegos\cs mappear\cstrike\de_f40cars.wad

    - Contains 0 used textures, 0.00 percent of map (52 textures in wad)

    Using Wadfile: \juegos\cs mappear\cstrike\royalsprefab.wad

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

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

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

    - Warning: Larger than expected texture (348972 bytes): 'MAGAZIN1'

    - Contains 1 used texture, 3.70 percent of map (121 textures in wad)

    Using Wadfile: \juegos\cs mappear\cstrike\cs_dust.wad

    - Contains 11 used textures, 40.74 percent of map (28 textures in wad)

     

    added 2 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 1.20 mb (of 8.00 mb MAX)

    2.94 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\ww\My Documents\Downloads\MappingPackTodoEn1_By_ZodraK_\MappingPackTodoEn1_By_ZodraK_\ZHLT\hlbsp.exe"-estimate "C:\Documents and Settings\ww\Desktop\zm css\MAP DUST LARGO CZ\6badsurface.map"

     

    Current hlbsp Settings

    Name | Setting | Default

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

    threads [ 1 ] [ 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...1109 (0.28 seconds)

    BSP generation successful, writing portal file 'C:\Documents and Settings\ww\Desktop\zm css\MAP DUST LARGO CZ\6badsurface.prt'

    SolidBSP [hull 1] 500...1000...1266 (0.23 seconds)

    SolidBSP [hull 2] 500...1000...1172 (0.22 seconds)

    SolidBSP [hull 3] 500...1000...1230 (0.23 seconds)

    2.23 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\ww\My Documents\Downloads\Compressed\MappingKit2\MappingKit2\ZHLT\hlvis.exe"-full -estimate "C:\Documents and Settings\ww\Desktop\zm css\MAP DUST LARGO CZ\6badsurface.map"

    588 portalleafs

    1650 numportals

     

    -= Current hlvis Settings =-

    Name | Setting | Default

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

    threads [ 1 ] [ 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:

    (2.38 seconds)

    LeafThread:

    (284.97 seconds)

    average leafs visible: 191

    g_visdatasize:34332 compressed from 43512

    287.41 seconds elapsed [4m 47s]

     

    ----- 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\ww\My Documents\Downloads\Compressed\MappingKit2\MappingKit2\ZHLT\hlrad.exe"-extra -sparse -estimate "C:\Documents and Settings\ww\Desktop\zm css\MAP DUST LARGO CZ\6badsurface.map"

     

    -= Current hlrad Settings =-

    Name | Setting | Default

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

    threads [ 1 ] [ 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:\Documents and Settings\ww\My Documents\Downloads\Compressed\MappingKit2\MappingKit2\ZHLT\lights.rad']

    [59 texlights parsed from 'C:\Documents and Settings\ww\My Documents\Downloads\Compressed\MappingKit2\MappingKit2\ZHLT\lights.rad']

     

    3125 faces

    Create Patches : 14639 base patches

    0 opaque faces

    130629 square feet [18810690.00 square inches]

    14 direct lights

     

    BuildFacelights:

    (57.06 seconds)

    BuildVisLeafs:

    (94.56 seconds)

    visibility matrix : 4.6 megs

    MakeScales:

    (75.64 seconds)

    SwapTransfers:

    (14.19 seconds)

    Transfer Lists : 11155174 : 11.16M transfers

    Indices : 7082572 : 6.75M bytes

    Data : 44620696 : 42.55M bytes

    GatherLight:

    (6.66 seconds)

    FinalLightFace:

    (2.77 seconds)

    251.78 seconds elapsed [4m 11s]

     

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

     

SOBRE MUNDO MAPPER

logo-mundomapper.webp

Mundo Mapper es una comunidad que se especializa en la creación de mapas para diversos juegos, como Counter-Strike 1.6 y Half-Life, utilizando el programa Valve Hammer Editor. Si eres un apasionado de los videojuegos y te interesa diseñar tus propios escenarios, ¡Mundo Mapper es el lugar perfecto para ti! 🎮

Puedes encontrar más información sobre Mundo Mapper en sus redes sociales:

Facebook: Mundo Mapper
YouTube: Mundo Mapper


¡Explora tu creatividad y construye mundos virtuales con Mundo Mapper! 🌍

EFICACIA EN APRENDIZAJE

guias.webp

Si deseas aprender más sobre el mapeo o configurar herramientas como Batch Compiler, Valve Hammer Editor o J.A.C.K, MundoMapper.net ofrece tutoriales útiles. Por ejemplo:

Configurar Batch Compiler 3.1.2: Este tutorial te guía en la configuración de Batch Compiler, una herramienta esencial para compilar mapas en Counter-Strike.


Configurar Valve Hammer Editor 3.5: Aprende los primeros pasos para usar Valve Hammer Editor, la herramienta de creación de mapas para juegos como Half-Life y Counter-Strike.

Configurar J.A.C.K: J.A.C.K. es una herramienta poderosa para diseñar y construir mapas en juegos como Half-Life y Counter-Strike

×
×
  • Crear nuevo...

Información importante

Aceptar terminos y condiciones Términos de Uso, Política de privacidad Hemos colocado cookies en su dispositivo para ayudar a mejorar este sitio web. Puede ajustar la configuración de cookies, de lo contrario, asumiremos que está bien para continuar.