Jump to content
Al día de 3/3/24 el foro se integró con Mapping-Zone.net, se está llevando el foro a una versión estable, puede encontrarse algunos errores navegando. Mientras, podes logear tu cuenta MZ ×

[Ayuda]env_fog [SOLUCIONADO]


Gabii

Publicaciones recomendadas


  • Seguidores:  11
  • Post:  971
  • Reputación:   4.714
  • Registrado:  20/06/10
  • Estado:  Desconectado

Hola bueno, quiero saber que onda con el env_fog se que es para hacer niebla pero no se como configurarlo, osea pongo la entidad pero no pasa nada

 

Si me pueden ayudar lo mas pronto posible les agradeceria :)

 

ay deje el log ::D

 

 

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:\Documents and Settings\Administrador\Escritorio\Juegos\SHLT\HLCSG.exe"-wadinclude cs_office.wad -wadinclude cs_assault.wad -wadinclude cs_dust.wad -wadinclude de_vegas.wad -wadinclude halflife.wad "C:\Archivos de programa\Counter-Strike 1.6\cstrike\maps\zm_slince"

Entering C:\Archivos de programa\Counter-Strike 1.6\cstrike\maps\zm_slince.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 [ 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 [ 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]

[cs_office.wad]

[cs_assault.wad]

[cs_dust.wad]

[de_vegas.wad]

[halflife.wad]

 

Brushes discarded from clipping hulls: 0 (totalling 0 sides)

CreateBrush:

(0.00 seconds)

SetModelCenters:

(0.00 seconds)

CSGBrush:

(0.05 seconds)

 

 

Checking Wadfiles:

 

Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\de_vegas.wad:

Contains 2 used textures, 14.29 percent of map. (101 textures in wad)

 

Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\cs_assault.wad:

Contains 0 used textures, 0.00 percent of map. (22 textures in wad)

 

Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\cs_dust.wad:

Contains 0 used textures, 0.00 percent of map. (28 textures in wad)

 

Including Wadfile: \archivos de programa\counter-strike 1.6\cstrike\cs_office.wad:

Contains 4 used textures, 28.57 percent of map. (102 textures in wad)

 

Including Wadfile: \archivos de programa\counter-strike 1.6\valve\halflife.wad:

Contains 8 used textures, 57.14 percent of map. (3116 textures in wad)

 

Using Wadfile: \archivos de programa\counter-strike 1.6\valve\spraypaint.wad:

Contains 0 used textures, 0.00 percent of map. (14 textures in wad)

 

 

Added 2 additional animating textures.

 

Texture usage is at 0.45 MB (of 32.00 MB max)

0.08 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:\Documents and Settings\Administrador\Escritorio\Juegos\SHLT\HLBSP.exe""C:\Archivos de programa\Counter-Strike 1.6\cstrike\maps\zm_slince"

 

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 [ 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] 216 (0.02 seconds)

BSP generation successful, writing portal file 'C:\Archivos de programa\Counter-Strike 1.6\cstrike\maps\zm_slince.prt'

SolidBSP [hull 1] 178 (0.00 seconds)

SolidBSP [hull 2] 166 (0.00 seconds)

SolidBSP [hull 3] 198 (0.02 seconds)

0.09 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:\Documents and Settings\Administrador\Escritorio\Juegos\SHLT\HLVIS.exe""C:\Archivos de programa\Counter-Strike 1.6\cstrike\maps\zm_slince"

Portalleafs: 72

Numportals: 153

 

-= 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 [ 33554432 ] [ 33554432 ]

max vis distance [ 0 ] [ 0 ]

priority [ Normal ] [ Normal ]

 

fast vis [ off ] [ off ]

full vis [ off ] [ off ]

 

 

BasePortalVis:

(0.02 seconds)

LeafThread:

(0.00 seconds)

Average leafs visible: 21

g_visdatasize: 736 compressed from 648

0.02 seconds elapsed

 

----- 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:\Documents and Settings\Administrador\Escritorio\Juegos\SHLT\HLRAD.exe""C:\Archivos de programa\Counter-Strike 1.6\cstrike\maps\zm_slince"

 

-= 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 [ 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: 856

Create Patches: 9493 base patches

Opaque faces: 0

Square feet: 167970 [24187688.00 square inches]

Base patches created: 9493 out of 65545 max. (14.5%)

Direct lights: 2

 

BuildFacelights:

(1.81 seconds)

visibility matrix : 5.4 megs

BuildVisLeafs:

(2.00 seconds)

MakeScales:

(1.67 seconds)

SwapTransfers:

(0.66 seconds)

Transfer Lists : 22827338 : 22.83M transfers

Indices : 1207316 : 1.15M bytes

Data : 91309352 : 87.08M bytes

GatherLight:

(0.61 seconds)

FinalLightFace:

(0.23 seconds)

7.19 seconds elapsed

 

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

 

 

 

 

 

Editado por Gabii
tumblr_llhx4hgCer1qarkgx.gif
Enlace al comentario
Compartir en otros sitios web


  • Seguidores:  14
  • Post:  235
  • Reputación:   995
  • Registrado:  21/06/10
  • Estado:  Desconectado


  • Seguidores:  11
  • Post:  971
  • Reputación:   4.714
  • Registrado:  20/06/10
  • Estado:  Desconectado

Fuck que boludo no me fije en los atributos T__T XD

 

Edit: No me funciono que puede ser?

 

PD: Esta en lan xD

Editado por Gabii
tumblr_llhx4hgCer1qarkgx.gif
Enlace al comentario
Compartir en otros sitios web


  • Seguidores:  14
  • Post:  235
  • Reputación:   995
  • Registrado:  21/06/10
  • Estado:  Desconectado


  • Seguidores:  123
  • Post:  1.542
  • Reputación:   11.759
  • Registrado:  09/05/24
  • Estado:  Desconectado

Pone los Logs de compilación.

 

Toma el RMF lo testie y anda si no te anda algún problema tenes vos.

 

http://www.mediafire.com/?uc06h5vbqh6zf6w

Enlace al comentario
Compartir en otros sitios web


  • Seguidores:  35
  • Post:  1.220
  • Reputación:   5.621
  • Registrado:  13/06/10
  • Estado:  Desconectado

Aca tenes el env_fog correcto:

 

 

@PointClass base(Targetname) iconsprite("sprites/CS/envfog.spr") = env_fog : "Global Fog Properties"

[

// No longer used

// fadein(integer) : "Fade in time" : 0

// holdtime(string) : "Hold time (0 = permanent)" : "0"

// fadeout(integer) : "Fade out time" : 0

// startdist(integer) : "Fog start position" : 0

// enddist(integer) : "Fog end position" : 1000

density(string) : "Fog density (0.01 > value > 0)" : "0.001"

rendercolor(color255) : "Fog Color (R G B)" : "255 255 255"

spawnflags(flags) =

[

1 : "Start active" : 0

]

 

 

1) gl_fog 1 en consola

2) Fog density 0.01 > value > 0 .. en otras palabras el valor de la niebla tiene que ser menor a 0.01 y mayor a 0.

3)Activa el flag start on.

Stay hungry stay foolish
Enlace al comentario
Compartir en otros sitios web


  • Seguidores:  7
  • Post:  287
  • Reputación:   39
  • Registrado:  28/07/14
  • Estado:  Desconectado

El mio no tiene en el menu density asi que se lo tengo q agregar manual mente.

 

Smart edit:

 

density

 

value: 0.010

Usuario Gamebanana.com

 

CehPoeta http://gamebanana.com/members/512643

Enlace al comentario
Compartir en otros sitios web

Invitado
Este tema está cerrado a nuevas respuestas.

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.