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valentin

Problema con Valve Hammer Editor, y al entrar al mapa

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Hola, tengo un problema al entrar al mapa que creo, que aparezco como en agua y no me puedo mover.

Y con el VHE tengo el problema que me dice esto:

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:\PROGRA~1\VALVEH~1.2\zhtl\hlcsg.exe "C:\Users\W7\Desktop\mapas compilados\de_mapa1"
Entering C:\Users\W7\Desktop\mapas compilados\de_mapa1.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              [  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:
 (0.00 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.00 seconds)

Using Wadfile: \program files\counter-strike 1.6\valve\halflife.wad
 - Contains 2 used textures, 50.00 percent of map (3116 textures in wad)
Using Wadfile: \users\w7\desktop\wad\cpl.wad
 - Contains 0 used textures, 0.00 percent of map (174 textures in wad)
Using Wadfile: \users\w7\desktop\wad\czde_aztec.wad
 - Contains 0 used textures, 0.00 percent of map (87 textures in wad)
Using Wadfile: \users\w7\desktop\wad\de_aztec_css_beta3.wad
 - Contains 0 used textures, 0.00 percent of map (48 textures in wad)
Using Wadfile: \users\w7\desktop\wad\dod_wad.wad
 - Contains 2 used textures, 50.00 percent of map (1306 textures in wad)
Using Wadfile: \users\w7\desktop\wad\port.wad
 - Contains 0 used textures, 0.00 percent of map (98 textures in wad)

Texture usage is at 0.17 mb (of 4.00 mb MAX)
0.36 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:\PROGRA~1\VALVEH~1.2\zhtl\hlbsp.exe "C:\Users\W7\Desktop\mapas compilados\de_rodaobeso"

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            [  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] 53 (0.00 seconds)
BSP generation successful, writing portal file 'C:\Users\W7\Desktop\mapas compilados\de_rodaobeso.prt'
SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.01 seconds elapsed

-----   END   hlbsp -----

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:\PROGRA~1\VALVEH~1.2\zhtl\hlrad.exe -extra "C:\Users\W7\Desktop\mapas compilados\de_rodaobeso"

-= 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             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          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:\PROGRA~1\VALVEH~1.2\zhtl\lights.rad']
[62 texlights parsed from 'C:\PROGRA~1\VALVEH~1.2\zhtl\lights.rad']

Warning: No vis information, direct lighting only.
202 faces
Create Patches : 2084 base patches
0 opaque faces
40277 square feet [5799936.00 square inches]
1 direct lights

BuildFacelights:
 (5.69 seconds)
FinalLightFace:
 (0.03 seconds)
5.95 seconds elapsed

-----   END   hlrad -----
 

No se si un problema lleva a otro o que, pero necesito una solucion :(.

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hace 13 horas, valentin dijo:

tengo un problema al entrar al mapa que creo, que aparezco como en agua y no me puedo mover.

Creo que es por que pusiste la entidad "info_player_deathmatch" o/y "info_player_star" pegado al suelo eso hace que no se pueda mover, para solucionarlo tienes que poner las entidades un poco arriba del suelo para que se pudedan mover.

En cuanto al segundo yo no veo ningun problema de la compilacion

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puse las entidades mas arriba y me sigue saliendo el mismo problema, feo las texturas un poco oscuras y no me puedo mover

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