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[Problema] Nose q es


DAniloCO

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Hola los quiero molestar con mi problema, es que nose que sea el error, estaba terminando un mapa zm, lo compile y todo bien, pero cuando entro para probarlo me sale esto D:

 

o60jdf.jpg

 

Espero que alguien me pueda ayudar.. gracias!

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Eso pasa cuando un solido esta muy estirado en sus dimensiones, proba dividiendo los solidos estirados y volviendo a texturizar

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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Eso pasa cuando un solido esta muy estirado en sus dimensiones, proba dividiendo los solidos estirados y volviendo a texturizar

 

Ok voy a probar.. gracias

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pude arreglar el problema, pero ahora me surge otro D:

Es un problema de wad.. Me explico, yo habia hecho hace un tiempo un mapa en el cual cree un wad para usarlo, pero lo que no entiendo es porque pide ese wad que habia hecho en el anterior mapa, siendo que ya no use ese wad en el mapa que estoy terminando ahora.. quise pasarle a un amigo y ahi fue cuando me di cuenta de eso

Hay alguna forma de arreglar eso?

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Metodo 1: En el Batch Compiler, en la pestaña CSG seleccioná Wad Auto Detected y después compilá.

 

Metodo 2: Abri el VHE anda a Opciones, en la solapa Texturas tenes todos los wads que estas usando, quita los que no necesitas y pone Aceptar, ahora cerra el VHE.

Volve a abrirlo, abrí tu mapa, guarda el mapa, compila y fijate si funciona :P

 

Metodo 3: Usando el RipEnt, abrí el archivo Ent y en la primera fila dicen todos los wads que pide, si estas seguro de que no usaste ninguna textura entonces borra el WAD y volvé a importar el archivo Ent.

 

Espero que te funcione (usa el primer método que es el más facil)

 

Tenes mucho tiempo libre, no? jkajaja

 

 

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y si te dejo mi rmf?

postea el log, el que tiene que aprender de sus problemas sos vos. te recomiendo que sigas las instrucciones asi no tengas este problema en el futuro.

 

 

postea el log y nosotros te guiamos.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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El log es el archivo de texto que se abre cuando termina de compilarse el mapa, en la carpeta donde compilaste el mapa deben estar los archivos .bsp, .map, .pts, .max, etc etc... entre ellos hay un documento de texto con el mismo nombre del mapa, ese es el log :P

 

Tenes mucho tiempo libre, no? jkajaja

 

 

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El log de compilacion de mi mapa es este:

 

 

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:\Archivos de programa\Valve Hammer Editor - MZ\Zhlt\hlcsg.exe"-estimate "C:\Documents and Settings\Administrador\Escritorio\zm_house_93.map"

Entering C:\Documents and Settings\Administrador\Escritorio\zm_house_93.map

 

Current hlcsg Settings

Name | Setting | Default

---------------------|-------------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ 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]

 

Brushes discarded from clipping hulls: 52 (totalling 312 sides)

CreateBrush:

(0.09 seconds)

SetModelCenters:

(0.00 seconds)

CSGBrush:

(0.22 seconds)

 

 

Checking Wadfiles:

 

Using Wadfile: \valve\cstrike\cs_dust.wad:

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

 

Using Wadfile: \valve\cstrike\cs_havana.wad:

Contains 0 used textures, 0.00 percent of map. (122 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_office.wad:

Contains 0 used textures, 0.00 percent of map. (102 textures in wad)

 

Using Wadfile: \valve\cstrike\cstraining.wad:

Contains 0 used textures, 0.00 percent of map. (24 textures in wad)

 

Using Wadfile: \valve\cstrike\cstrike.wad:

Contains 0 used textures, 0.00 percent of map. (123 textures in wad)

 

Using Wadfile: \valve\cstrike\de_airstrip.wad:

Contains 0 used textures, 0.00 percent of map. (69 textures in wad)

 

Using Wadfile: \valve\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: \valve\cstrike\chateau.wad:

Contains 2 used textures, 11.11 percent of map. (136 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_747.wad:

Contains 0 used textures, 0.00 percent of map. (143 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_assault.wad:

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

 

Using Wadfile: \valve\cstrike\cs_bdog.wad:

Contains 0 used textures, 0.00 percent of map. (132 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_cbble.wad:

Contains 0 used textures, 0.00 percent of map. (61 textures in wad)

 

Using Wadfile: \valve\cstrike\torntextures.wad:

Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'

Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'

Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'

Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'

Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'

Contains 0 used textures, 0.00 percent of map. (162 textures in wad)

 

Using Wadfile: \valve\cstrike\de_piranesi.wad:

Contains 0 used textures, 0.00 percent of map. (160 textures in wad)

 

Using Wadfile: \valve\cstrike\de_storm.wad:

Contains 0 used textures, 0.00 percent of map. (74 textures in wad)

 

Using Wadfile: \valve\cstrike\de_vegas.wad:

Contains 0 used textures, 0.00 percent of map. (101 textures in wad)

 

Using Wadfile: \valve\cstrike\de_vertigo.wad:

Contains 0 used textures, 0.00 percent of map. (19 textures in wad)

 

Using Wadfile: \valve\cstrike\itsitaly.wad:

Contains 0 used textures, 0.00 percent of map. (99 textures in wad)

 

Using Wadfile: \valve\valve\halflife.wad:

Contains 15 used textures, 83.33 percent of map. (3116 textures in wad)

 

Using Wadfile: \valve\valve\liquids.wad:

Contains 0 used textures, 0.00 percent of map. (32 textures in wad)

 

Using Wadfile: \valve\valve\xeno.wad:

Contains 0 used textures, 0.00 percent of map. (264 textures in wad)

 

Warning: More than 8 wadfiles are in use. (21)

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 1 additional animating textures.

 

Warning: ::FindTexture() texture NULL not found!

Are you sure you included zhlt.wad in your wadpath list?

Warning: ::LoadLump() texture NULL not found!

Texture usage is at 0.22 MB (of 32.00 MB max)

1.30 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:\Archivos de programa\Valve Hammer Editor - MZ\Zhlt\hlbsp.exe"-estimate "C:\Documents and Settings\Administrador\Escritorio\zm_house_93.map"

 

Current hlbsp Settings

Name | Setting | Default

-------------------|-------------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ 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] 398 (0.05 seconds)

BSP generation successful, writing portal file 'C:\Documents and Settings\Administrador\Escritorio\zm_house_93.prt'

SolidBSP [hull 1] 372 (0.03 seconds)

SolidBSP [hull 2] 386 (0.03 seconds)

SolidBSP [hull 3] 409 (0.05 seconds)

0.41 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:\Archivos de programa\Valve Hammer Editor - MZ\Zhlt\hlvis.exe"-full -estimate "C:\Documents and Settings\Administrador\Escritorio\zm_house_93.map"

Portalleafs: 149

Numportals: 378

 

-= Current hlvis Settings =-

Name | Setting | Default

-------------------|-------------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ off ]

max texture memory [ 33554432 ] [ 33554432 ]

max vis distance [ 0 ] [ 0 ]

priority [ Normal ] [ Normal ]

 

fast vis [ off ] [ off ]

full vis [ on ] [ off ]

 

 

BasePortalVis:

(0.13 seconds)

LeafThread:

(0.55 seconds)

Average leafs visible: 39

g_visdatasize: 1681 compressed from 2831

0.77 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:\Archivos de programa\Valve Hammer Editor - MZ\Zhlt\hlrad.exe"-extra -estimate "C:\Documents and Settings\Administrador\Escritorio\zm_house_93.map"

 

-= Current hlrad Settings =-

Name | Setting | Default

--------------------|---------------------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ off ]

max texture memory [ 33554432 ] [ 33554432 ]

max lighting memory [ 33554432 ] [ 33554432 ]

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 ]

 

 

Faces: 1523

Create Patches: 10040 base patches

Opaque faces: 0

Square feet: 113825 [16390918.00 square inches]

Base patches created: 10040 out of 65545 max. (15.3%)

Direct lights: 11

 

BuildFacelights:

(10.25 seconds)

visibility matrix : 6.0 megs

BuildVisLeafs:

(10.61 seconds)

MakeScales:

(9.64 seconds)

SwapTransfers:

(3.16 seconds)

Transfer Lists : 6715342 : 6.72M transfers

Indices : 2288104 : 2.18M bytes

Data : 26861368 : 25.62M bytes

GatherLight:

(2.16 seconds)

FinalLightFace:

(1.08 seconds)

37.48 seconds elapsed

 

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

 

 

 

 

Edited by Martinssj4
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Te edite el post, no es necesario subir el log a internet, solo copia el contenido del log en el lugar donde respondes posts.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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Checking Wadfiles:

 

Using Wadfile: \valve\cstrike\cs_dust.wad:

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

 

Using Wadfile: \valve\cstrike\cs_havana.wad:

Contains 0 used textures, 0.00 percent of map. (122 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_office.wad:

Contains 0 used textures, 0.00 percent of map. (102 textures in wad)

 

Using Wadfile: \valve\cstrike\cstraining.wad:

Contains 0 used textures, 0.00 percent of map. (24 textures in wad)

 

Using Wadfile: \valve\cstrike\cstrike.wad:

Contains 0 used textures, 0.00 percent of map. (123 textures in wad)

 

Using Wadfile: \valve\cstrike\de_airstrip.wad:

Contains 0 used textures, 0.00 percent of map. (69 textures in wad)

 

Using Wadfile: \valve\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: \valve\cstrike\chateau.wad:

Contains 2 used textures, 11.11 percent of map. (136 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_747.wad:

Contains 0 used textures, 0.00 percent of map. (143 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_assault.wad:

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

 

Using Wadfile: \valve\cstrike\cs_bdog.wad:

Contains 0 used textures, 0.00 percent of map. (132 textures in wad)

 

Using Wadfile: \valve\cstrike\cs_cbble.wad:

Contains 0 used textures, 0.00 percent of map. (61 textures in wad)

 

Using Wadfile: \valve\cstrike\torntextures.wad:

Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'

Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'

Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'

Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'

Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'

Contains 0 used textures, 0.00 percent of map. (162 textures in wad)

 

Using Wadfile: \valve\cstrike\de_piranesi.wad:

Contains 0 used textures, 0.00 percent of map. (160 textures in wad)

 

Using Wadfile: \valve\cstrike\de_storm.wad:

Contains 0 used textures, 0.00 percent of map. (74 textures in wad)

 

Using Wadfile: \valve\cstrike\de_vegas.wad:

Contains 0 used textures, 0.00 percent of map. (101 textures in wad)

 

Using Wadfile: \valve\cstrike\de_vertigo.wad:

Contains 0 used textures, 0.00 percent of map. (19 textures in wad)

 

Using Wadfile: \valve\cstrike\itsitaly.wad:

Contains 0 used textures, 0.00 percent of map. (99 textures in wad)

Using Wadfile: \valve\valve\halflife.wad:

Contains 15 used textures, 83.33 percent of map. (3116 textures in wad)

 

Using Wadfile: \valve\valve\liquids.wad:

Contains 0 used textures, 0.00 percent of map. (32 textures in wad)

 

Using Wadfile: \valve\valve\xeno.wad:

Contains 0 used textures, 0.00 percent of map. (264 textures in wad)

 

Warning: More than 8 wadfiles are in use. (21)

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 1 additional animating textures.

 

Warning: ::FindTexture() texture NULL not found!

Are you sure you included zhlt.wad in your wadpath list?

Warning: ::LoadLump() texture NULL not found!

Texture usage is at 0.22 MB (of 32.00 MB max)

1.30 seconds elapsed

 

Tenes 21 wads agregados y solamente estás usando 2.

 

Primero crea un backup de tu mapa (.map) y después

Hace esto: abrí el archivo .map con el bloc de notas y donde dice "wad", borra lo que dice y pone "\valve\valve\halflife.wad;\valve\cstrike\chateau.wad"

 

Te tiene que quedar:

...

"mapversion" "220"

"wad" "\valve\valve\halflife.wad;\valve\cstrike\chateau.wad"

{

...

Guarda el mapa y volve a compilar.

 

PD: Que version del Batch tenes?

 

Tenes mucho tiempo libre, no? jkajaja

 

 

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Hola los quiero molestar de nuevo, hace poco entre a un server zp el cual tenia un mapa con un cielo rojo y me gusto y quisiera añadirlo a mi mapa pero nose que nombre de cielo a de ser, quisas alguno de ustedes sepa..

Les dejo una imagen :D

2vd468p.jpg

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tenes que ir a la carpeta: c\archivos de programa\valve\cstrike\gfx\env y abrir con el visor de imagenes de windows, los archivos .tga que se muestran ahi.

 

Cuando encuentres el archivo del cielo rojo que vos buscas, copia el nombre del sky ese.

 

Tene muy en cuenta esto: por ejemplo, si el sky se llama "2desertrt" o "2desertup", no agregues las 2 ultimas letras, en ambos casos debe llamarse "2desert" para que el vhe te lo tome.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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jajajaja! Por defecto, un visor de imagenes de windows no se pueden abrir un archivo Targa (.tga). Si tienes photoshop puedes usar para abrirla, sino puedes descargar un programa para abrir tga o convertidor.

mapper.gif

modak.gif 5.png

 

Proyecto Enciclopedia Valve Hammer Editor en español.

http://www.mapping-zone.net/foro/showthread.php?p=9909#post9909

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jajajaja! Por defecto, un visor de imagenes de windows no se pueden abrir un archivo Targa (.tga). Si tienes photoshop puedes usar para abrirla, sino puedes descargar un programa para abrir tga o convertidor.

q raro yo las puedo ver :S

 

con photoshop es mas seguro fijate.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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aprovechando que tenia un convertidor, las converti a jpg.. ahora ya puedo verlas pero no encuentro el cielo rojo D:

Igual hay muchos cielos que me gustan :D

Gracias por la ayuda :)

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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

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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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