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Mensajes publicados por Alexis'-'
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Hice lo que me dijo Freddy al principio y me funciono :v , ya pueden ponerle "(SOLUCIONADO)" XDD
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Chicos alguno me dice como hacer Lineas Iluminadas como se puede apreciar en la foto o tal vez con mas color o mas iluminacion? Gracias.
Como en este map: http://www.mundomapping.net/showthread.php/985-zm_lights
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Ahi esta negro, gracias
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gente alguien me enseña a usar el game_text? Muchas gracias
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Ya lo arregle, es que habia puesto cualquier cosa en cl_skyname (cult 2) lo saque y me andubo, gracias por la ayuda
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Hola como anteriormente me ayudaron mucho, vuelvo a necesitar de su ayuda :c, hice un mapa lo compile todo, no tiro ningun error pero cuando pongo el .bsp en maps y entro al cs no carga llega hasta un cierto punto y no carga y se cuelga el cs, Aca 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 zs_anothertruth.wad -wadinclude al.wad -wadinclude zm_ilc_silent_hill.wad -wadinclude zs_memories3.wad -wadinclude MISC.wad C:\Users\pc\Desktop\Maps\de_legend\de_legend.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 zs_anothertruth.wad -wadinclude al.wad -wadinclude zm_ilc_silent_hill.wad -wadinclude zs_memories3.wad -wadinclude MISC.wad C:\Users\pc\Desktop\Maps\de_legend\de_legend.map
Entering C:\Users\pc\Desktop\Maps\de_legend\de_legend.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]
[zs_anothertruth.wad]
[al.wad]
[zm_ilc_silent_hill.wad]
[zs_memories3.wad]
[MISC.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.13 seconds)
SetModelCenters:
(0.01 seconds)
CSGBrush:
(0.37 seconds)
Using Wadfile: \program files (x86)\counter-strike 1.6\valve\halflife.wad
- Contains 5 used textures, 20.00 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, 4.00 percent of map (13 textures in wad)
Including Wadfile: \users\pc\desktop\maps\wads\wadsdescargados\cso textures\zs_anothertruth.wad
- Contains 6 used textures, 24.00 percent of map (164 textures in wad)
Including Wadfile: \users\pc\desktop\maps\wads\wadsdescargados\misc\misc.wad
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (348972 bytes): '!HL4_1'
- Warning: Larger than expected texture (348972 bytes): '!HL4_2'
- Warning: Larger than expected texture (348972 bytes): '!HL4_252'
- Contains 5 used textures, 20.00 percent of map (187 textures in wad)
Including Wadfile: \users\pc\desktop\maps\wads\zm_ilc_silent_hill.wad
- Contains 3 used textures, 12.00 percent of map (129 textures in wad)
Including Wadfile: \users\pc\desktop\maps\wads\wadsdescargados\cso textures\zs_memories3.wad
- Contains 4 used textures, 16.00 percent of map (63 textures in wad)
added 3 additional animating textures.
Warning: ::FindTexture() texture PSY_NEWWALL77 not found!
Warning: ::LoadLump() texture PSY_NEWWALL77 not found!
Texture usage is at 1.71 mb (of 4.00 mb MAX)
0.92 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\de_legend\de_legend.map -low
Original Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlbsp.exe"C:\Users\pc\Desktop\Maps\de_legend\de_legend.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] 500...585 (0.07 seconds)
BSP generation successful, writing portal file 'C:\Users\pc\Desktop\Maps\de_legend\de_legend.prt'
SolidBSP [hull 1] 500...690 (0.10 seconds)
SolidBSP [hull 2] 500...683 (0.09 seconds)
SolidBSP [hull 3] 500...721 (0.09 seconds)
1.12 seconds elapsed
----- 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"C:\Users\pc\Desktop\Maps\de_legend\de_legend.map -low -full
Original Command line: "C:\Users\pc\Desktop\Maps\Valve Hammer EDITOR [T]incho\VHLT\hlvis.exe"C:\Users\pc\Desktop\Maps\de_legend\de_legend.map
309 portalleafs
731 numportals
-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
BasePortalVis:
(0.12 seconds)
LeafThread:
(1.05 seconds)
average leafs visible: 65
g_visdatasize:13060 compressed from 12051
1.31 seconds elapsed
----- 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\de_legend\de_legend.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\de_legend\de_legend.map
-= Current hlrad 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 ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 3 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.100 ] [ 0.100 ]
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 [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 2.000 ] [ 2.000 ]
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 ]
bounce scale [ 0.150 ] [ 0.150 ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
2224 faces
Create Patches : 19810 base patches
0 opaque models
0 opaque faces
230433 square feet [33182456.00 square inches]
1 direct lights
BuildFacelights:
(32.83 seconds)
visibility matrix : 23.4 megs
BuildVisLeafs:
(33.88 seconds)
MakeScales:
(21.00 seconds)
Transfer Lists : 21542006 : 21.54M transfers
Indices : 5544156 : 5.29M bytes
Data : 43131304 : 41.13M bytes
Bounce 1 GatherLight:
(2.12 seconds)
Bounce 2 GatherLight:
(3.72 seconds)
Bounce 3 GatherLight:
(3.24 seconds)
FinalLightFace:
(3.64 seconds)
104.44 seconds elapsed [1m 44s]
----- END hlrad -----
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Listo, pero lo hice con cualquier textura, ojala no tenga nada que ver, Muchisimas gracias joda1
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hola muy lindo foro, una pregunta alguno sabe como sacar la zona de compra en mi map? porq estoy haciendo algo parecido al aim_ak-colt osea alzas las armas del piso y si tiene zona de compra la re caga
[Tutorial] Crear archivo .rad
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Si yo pongo las mismas teexturas 2 veces, con el mismo color y brillo, debo ponerlo igual 2 veces en el block de notas o no hace falta?