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Gamebanana Map

 
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Found 5 results

  1. Cuando me instale Jack y lo termine de configurarlo,al crear un mapa veo las texturas de color blanco, aca un ejemplo
  2. Hola, Hace mucho que no me conecto, pero tuve unos ciertos problemas serios con el vhe. El primero y ultimo problema es que cada vez que intento iniciar el VHE 3.5 o 3.4, al iniciar la pantalla de carga se me cierra y me pone que la app a dejado de funcionar. Intente reinstalarlo pero no pasó nada. Mire la memoria RAM y tengo los requerimientos y todo. Así que pobre varias cosas, pero no funcionaron. Ahora uso el worldcraft 3.3, y no me compila bien los mapas, y el jack no me funciona tampoco. Aiuda ;(
  3. [SOLUCIONADO ] LEER ABAJO CUAL ERA EL PROBLEMA . Cuando queria compilar un mapa el log me daba este error que van a ver abajo. De lo cual causaba que los programas ZHLT no compilen el mapa. LOG -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ** Executing... ** Command: Change Directory ** Parameters: D:\JUEGOS\PIRATEADO\CS 1.6\Counter-Strike 1.6 ** Executing... ** Command: Copy File ** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta.map" "D:\COSAS\Valve hammer editor mapas\escuelita_beta.map" ** Executing... ** Command: D:\COSAS\vhe 3.5\Zhlt\SC-CSG_x64.exe ** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta" Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta" hlcsg v4.0-VL-SC 64-bit (Oct 30 2020) Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op Based on code modifications by Vluzacn (VL) Based on code modifications by Sean "Zoner" Cavanaugh (4.0) Based on Valve's version, modified with permission. Submit detailed bug reports to http://forums.svencoop.com -= hlcsg Options =- -console # : Set to 0 to turn off the pop-up console (default is 1) -lang file : localization file -nowadtextures : include all used textures into bsp -wadinclude file : place textures used from wad specified into bsp -noclip : don't create clipping hull -clipeconomy : turn clipnode economy mode on -cliptype value : set to smallest, normalized, simple, precise, or legacy (default) -nullfile file : specify list of entities to retexture with NULL -onlyents : do an entity update from .map to .bsp -noskyclip : disable automatic clipping of SKY brushes -tiny # : minimum brush face surface area before it is discarded -brushunion # : threshold to warn about overlapping brushes -hullfile file : Reads in custom collision hull dimensions -wadcfgfile file : wad configuration file -wadconfig name : use the old wad configuration approach (select a group from wad.cfg) -texdata # : Alter maximum texture memory limit (in kb) -lightdata # : Alter maximum lighting memory limit (in kb) -chart : display bsp statitics -low | -high : run program an altered priority level -nolog : don't generate the compile logfiles -noresetlog : Do not delete log file -threads # : manually specify the number of threads to run -estimate : display estimated time during compile -verbose : compile with verbose messages -noinfo : Do not show tool configuration information -nonulltex : Turns off null texture stripping -nonullifytrigger: don't remove 'aaatrigger' texture -nolightopt : don't optimize engine light entities -notextconvert : don't convert game_text message from Windows ANSI to UTF8 format -dev # : compile with developer message -wadautodetect : Force auto-detection of wadfiles -scale # : Scale the world. Use at your own risk. mapfile : The mapfile to compile ** Executing... ** Command: D:\COSAS\vhe 3.5\Zhlt\SC-BSP_x64.exe ** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta" Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta" hlbsp v4.0-VL-SC 64-bit (Oct 30 2020) Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op Based on code modifications by Vluzacn (VL) Based on code modifications by Sean "Zoner" Cavanaugh (4.0) Based on Valve's version, modified with permission. Submit detailed bug reports to http://forums.svencoop.com -= hlbsp Options =- -console # : Set to 0 to turn off the pop-up console (default is 1) -lang file : localization file -leakonly : Run BSP only enough to check for LEAKs -subdivide # : Sets the face subdivide size -maxnodesize # : Sets the maximum portal node size -notjunc : Don't break edges on t-junctions (not for final runs) -nobrink : Don't smooth brinks (not for final runs) -noclip : Don't process the clipping hull (not for final runs) -nofill : Don't fill outside (will mask LEAKs) (not for final runs) -noinsidefill : Don't fill empty spaces -noopt : Don't optimize planes on BSP write (not for final runs) -noclipnodemerge: Don't optimize clipnodes -texdata # : Alter maximum texture memory limit (in kb) -lightdata # : Alter maximum lighting memory limit (in kb) -chart : display bsp statitics -low | -high : run program an altered priority level -nolog : don't generate the compile logfiles -threads # : manually specify the number of threads to run -estimate : display estimated time during compile -nonulltex : Don't strip NULL faces -nohull2 : Don't generate hull 2 (the clipping hull for large monsters and pushables) -viewportal : Show portal boundaries in 'mapname_portal.pts' file -verbose : compile with verbose messages -noinfo : Do not show tool configuration information -dev # : compile with developer message mapfile : The mapfile to compile ** Executing... ** Command: D:\COSAS\vhe 3.5\Zhlt\SC-VIS_x64.exe ** Parameters: -fast "D:\COSAS\Valve hammer editor mapas\escuelita_beta" g_fastvis = true Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta" hlvis v4.0-VL-SC 64-bit (Oct 30 2020) Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op Based on code modifications by Vluzacn (VL) Based on code modifications by Sean "Zoner" Cavanaugh (4.0) Based on Valve's version, modified with permission. Submit detailed bug reports to http://forums.svencoop.com -= hlvis Options =- -console # : Set to 0 to turn off the pop-up console (default is 1) -lang file : localization file -full : Full vis -fast : Fast vis -texdata # : Alter maximum texture memory limit (in kb) -lightdata # : Alter maximum lighting memory limit (in kb) -chart : display bsp statitics -low | -high : run program an altered priority level -nolog : don't generate the compile logfiles -threads # : manually specify the number of threads to run -estimate : display estimated time during compile -maxdistance # : Alter the maximum distance for visibility -verbose : compile with verbose messages -noinfo : Do not show tool configuration information -dev # : compile with developer message mapfile : The mapfile to compile ** Executing... ** Command: D:\COSAS\vhe 3.5\Zhlt\SC-RAD_x64.exe ** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta" Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta" hlrad v4.0-VL-SC 64-bit (Oct 30 2020) Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op Based on code modifications by Vluzacn (VL) Based on code modifications by Sean "Zoner" Cavanaugh (4.0) Based on Valve's version, modified with permission. Submit detailed bug reports to http://forums.svencoop.com -= hlrad Options =- -console # : Set to 0 to turn off the pop-up console (default is 1) -lang file : localization file -waddir folder : Search this folder for wad files. -fast : Fast rad -vismatrix value: Set vismatrix method to normal, sparse or off . -extra : Improve lighting quality by doing 9 point oversampling -bounce # : Set number of radiosity bounces -ambient r g b : Set ambient world light (0.0 to 1.0, r g b) -limiter # : Set light clipping threshold (-1=None) -circus : Enable 'circus' mode for locating unlit lightmaps -nospread : Disable sunlight spread angles for this compile -nopaque : Disable the opaque zhlt_lightflags for this compile -smooth # : Set smoothing threshold for blending (in degrees) -smooth2 # : Set smoothing threshold between different textures -chop # : Set radiosity patch size for normal textures -texchop # : Set radiosity patch size for texture light faces -notexscale : Do not scale radiosity patches with texture scale -coring # : Set lighting threshold before blackness -dlight # : Set direct lighting threshold -dscale # : Set direct lighting scale -nolerp : Disable radiosity interpolation, nearest point instead -fade # : Set global fade (larger values = shorter lights) -texlightgap # : Set global gap distance for texlights -scale # : Set global light scaling -gamma # : Set global gamma -sky # : Set ambient sunlight contribution in the shade outside -lights file : Manually specify a lights.rad file to use -noskyfix : Disable light_environment being global -incremental : Use or create an incremental transfer list file -dump : Dumps light patches to a file for hlrad debugging info -texdata # : Alter maximum texture memory limit (in kb) -lightdata # : Alter maximum lighting memory limit (in kb) -chart : display bsp statitics -low | -high : run program an altered priority level -nolog : Do not generate the compile logfiles -threads # : manually specify the number of threads to run -estimate : display estimated time during compile -verbose : compile with verbose messages -noinfo : Do not show tool configuration information -dev # : compile with developer message -colourgamma r g b : Sets different gamma values for r, g, b -colourscale r g b : Sets different lightscale values for r, g ,b -colourjitter r g b : Adds noise, independent colours, for dithering -jitter r g b : Adds noise, monochromatic, for dithering -customshadowwithbounce : Enables custom shadows with bounce light -rgbtransfers : Enables RGB Transfers (for custom shadows) -minlight # : Minimum final light (integer from 0 to 255) -compress # : compress transfer ( 0=32bit 1=16bit 2=8bit ) -rgbcompress # : compress RGB transfer ( 0=96bit 1=48bit 2=32bit 3=24bit ) -softsky # : Smooth skylight. (0=off 1=on) -depth # : Thickness of translucent objects. -blockopaque # : Remove the black areas around opaque entities.(0=off 1=on) -notextures : Don't load textures. -texreflectgamma # : Gamma that relates reflectivity to texture color bits. -texreflectscale # : Reflectivity for 255-white texture. -blur # : Enlarge lightmap sample to blur the lightmap. -noemitterrange: Don't fix pointy texlights. -nobleedfix : Don't fix wall bleeding problem for large blur value. -drawpatch : Export light patch positions to file 'mapname_patch.pts'. -drawsample x y z r : Export light sample positions in an area to file 'mapname_sample.pts'. -drawedge : Export smooth edge positions to file 'mapname_edge.pts'. -drawlerp : Show bounce light triangulation status. -drawnudge : Show nudged samples. -drawoverload : Highlight fullbright spots mapfile : The mapfile to compile -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- EL problema estaba en el directorio de la carpeta donde tenia el "hammer" y a donde iban los "mapas compilados". El problema es que habian espacios vacios en el nombre de la carpeta : EJ "VALVE HAMMER EDITOR" la solución para mi fue ponerlo así "VALVE_HAMMER_EDITOR" y con la carpeta donde iban los mapas también fue corregida EJ: "VALVE HAMMER EDITOR MAPAS" fue cambiado su nombre a "VALVE_HAMMER_EDITOR_MAPAS" de ahí en adelante configurar de vuelta de cero el programa y el directorio a donde iban los mapas compilados. Espero que esto le puede servir a gente que tenga este error similar al que yo tuve. Gracias
  4. Goodnight people. Les vengo a comentar un problema que estoy teniendo con mi mapa. Es un mapa para mí servidor zombie (además de que es el primero que hago) y estoy teniendo unos problemas con las luces del mismo. El zm ya de por sí oscurece el mapa al comenzar una ronda, por lo cual utilice la entidad "light_enviroment" con la cual iluminó el mapa y cuando de lanza una ronda queda bien iluminado. Con lo que tengo problemas es con las luces de colores "light" que tengo en ciertos puntos del mapa, al comenzar una ronda estás también se bajan muchísimo y no tiene mucho sentido que estén así. Mi idea era que quedará como el mapa zm_fox_v2 el cual tiene luces de colores pero estás al comenzar un modo no se bajan. Dejo vídeo de la iluminación de zm_fox_v2 la cual quiero implementar en mi mapa:
  5. cuando quiero seleccionar un bloque sea tanto para texturizar como para agarrarlo y moverlo me selecciona al de atras u otro que este en la misma linea... tengo que busca X angulo para poder seleccionarlo alguno sabe como arreglarlo?
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