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Mapa de gamebanana

 
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Encontrado 1 resultado

  1. bueno yo se que es este problema pero no lo encuentro.. no se leer bn los logs.. y bueeno este error me prohibe continuar con mi proyecto de map :L a continuacion les paso el log: ---------------------------------------------------- ################################################### # Batch Compiler Zoners Spec # ################################################### ################################################### # Please report bugs to: ryansgregg@hotmail.com # ################################################### Written At: 04/09/2011 22:32:38 BC Version: 2.0.3.1 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:\Users\Migu\Desktop\Miguel\RECURSOS MAPPING\Zhlt\hlcsg.exe"-now adtextures C:\Users\Migu\Desktop\de_gear.map Entering C:\Users\Migu\Desktop\de_gear.map Current hlcsg Settings Name | Setting | Default ---------------------|-------------|------------------------- threads [ 2 ] [ 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 [ off ] [ 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] Brushes discarded from clipping hulls: 44 (totalling 264 sides) CreateBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.71 seconds) SetModelCenters: 40%...50%...60%...70%...80%...90%... (0.00 seconds) CSGBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.76 seconds) Checking Wadfiles: Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\decals.wad: Contains 0 used textures, 0.00 percent of map. (225 textures in wad) Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\de_dust.wad: Contains 10 used textures, 19.61 percent of map. (36 textures in wad) Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\de_aztec.wad: Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS' Warning: Larger than expected texture (348972 bytes): 'THANKS' Contains 0 used textures, 0.00 percent of map. (24 textures in wad) Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\cs_assault.wad: Contains 1 used texture, 1.96 percent of map. (22 textures in wad) Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\cs_office.wad: Contains 0 used textures, 0.00 percent of map. (102 textures in wad) Using Wadfile: \program files (x86)\counter-strike 1.6\valve\halflife.wad: Contains 39 used textures, 76.47 percent of map. (3116 textures in wad) Using Wadfile: \users\migu\desktop\miguel\bannersoack.wad: Contains 0 used textures, 0.00 percent of map. (1 textures in wad) Using Wadfile: \users\migu\desktop\miguel\bannerbrsk.wad: Contains 0 used textures, 0.00 percent of map. (1 textures in wad) Using Wadfile: \users\migu\desktop\miguel\prefabs\casota enbrujada\building.wa d: Contains 0 used textures, 0.00 percent of map. (8 textures in wad) Using Wadfile: \users\migu\desktop\peteuro.wad: Contains 1 used texture, 1.96 percent of map. (1 textures in wad) Warning: More than 8 wadfiles are in use. (10) This may be harmless, and if no strange side effects are occurring, then it can safely be ignored. However, if your map starts exhibiting strange or obscure errors, consider this as suspect. One of the possible side effects is getting an svc_bad error, by which a client drops from the game. Added 8 additional animating textures. Texture usage is at 0.71 MB (of 32.00 MB max) 8.31 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:\Users\Migu\Desktop\Miguel\RECURSOS MAPPING\Zhlt\hlbsp.exe"C:\U sers\Migu\Desktop\de_gear.map Current hlbsp Settings Name | Setting | Default -------------------|-------------|------------------------- threads [ 2 ] [ 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] 500...1000...1500...1946 (0.17 seconds) BSP generation successful, writing portal file 'C:\Users\Migu\Desktop\de_gear.pr t' SolidBSP [hull 1] 500...1000...1500...1862 (0.08 seconds) SolidBSP [hull 2] 500...1000...1500...1771 (0.11 seconds) SolidBSP [hull 3] 500...1000...1500...2000...2008 (0.09 seconds) 7.42 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:\Users\Migu\Desktop\Miguel\RECURSOS MAPPING\Zhlt\hlvis.exe"C:\U sers\Migu\Desktop\de_gear.map Portalleafs: 1048 Numportals: 3326 -= Current hlvis Settings =- Name | Setting | Default -------------------|-------------|------------------------- threads [ 2 ] [ 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: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.74 seconds) LeafThread: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (192.36 seconds) Average leafs visible: 274 g_visdatasize: 87496 compressed from 137288 194.20 seconds elapsed [3m 14s] ----- 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:\Users\Migu\Desktop\Miguel\RECURSOS MAPPING\Zhlt\hlrad.exe"C:\U sers\Migu\Desktop\de_gear.map -= Current hlrad Settings =- Name | Setting | Default --------------------|---------------------|------------------------- threads [ 2 ] [ 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 [ 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 ] Faces: 10934 Create Patches: 36057 base patches Opaque faces: 0 Square feet: 522303 [75211768.00 square inches] Base patches created: 36057 out of 65545 max. (55.0) Direct lights: 15 BuildFacelights: 10%...20%...30%...40%...50%...60%...70%...Error: for Face 8442 (texture out_pave1) at (2021.000 -1033.000 93.000) (2022.000 -1033.000 93.000) (2022.000 -1033.000 94.0 00) (2021.000 -1033.000 94.000) Error: Bad surface extents (1831 x 1) Check the file ZHLTProblems.html for a detailed explanation of this problem ----- END hlrad ----- Presione una tecla para continuar . . .

SOBRE MUNDO MAPPER

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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:

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

EFICACIA EN APRENDIZAJE

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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

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