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13.01.2024 19:02:53
bohužel je rozmanitost map dost limitována enginem
±0


13.01.2024 19:01:49
na kotelně už je přes 10 let rc cars mód :)
±0


19.12.2023 22:14:07
Viděl jsem Rally mod na GoldSRC ale mod přímo na serveru v CS 1.6 mě teda překvapil :)

PS.: Já tak nemám rád ty nové shorts videa na výšku co se nedají posouvat.
±0


07.11.2023 12:13:08
Rocket League v CS 1.6? Kam se hrabe BMod...
https://www.youtu...svJz-FS8Yo
+1


04.11.2023 19:11:48
Jedli ste už niekto fritovaný snickers? je to pecka.
-1


15.12.2022 15:52:59
ako kto, praví Bruti mladnú :D inak aj napriek tomu, že je to tu už mrtve, všetko najlepšie;)
+1


13.12.2022 12:35:18
Zítra to bude 13 let od založení tohoto portálu.
To já jen tak, abyste si uvědomili, jak rychle stárnete.
±0


07.09.2022 23:43:14
Ahojte, po siedmich rokoch som sa nostalgicky pozrel spat na toto forum a ono este stale existuje :) Nedokazal som si obnovit stary ucet, email uz je zruseny tak aspon takto sa hlasim ;)
±0


04.08.2022 06:28:29
žijemeee :D ani minuska od kadejakých mrožov nám nevadia
-1


25.07.2022 09:31:53
Mapping pořád žije :)
±0


Číst diskuzi

 Tisk diskuze
Opět problém s DR
JerRy
#1 Vytisknout diskuzi
Přidané 16.09.2012 21:15
Avatar člena

Člen

Hodnocení: +18 (100%)
Příspěvek: 51
Založený: 25.02.12

Dobrý večer, bohužel se mi vyskytl problém při kompilaci mapy. Zde je kompilační výpis:

** Executing...
** Command: Change Directory
** Parameters: "C:\Counter-Strike 1.6"


** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012" -nowadtextures.

Unknown option "-nowadtextures."
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)

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-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 # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-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
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile


** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012"

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:\Users\Radek\Desktop\VALVEH~1.WAD\hlbsp.exe "c:\program files\valve hammer editor\maps\deathrun_2012"
>> There was a problem compiling the map.
>> Check the file c:\program files\valve hammer editor\maps\deathrun_2012.log for the cause.

----- END hlbsp -----




** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012"

hlvis 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 hlvis -----
Command line: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlvis.exe "c:\program files\valve hammer editor\maps\deathrun_2012"
>> There was a problem compiling the map.
>> Check the file c:\program files\valve hammer editor\maps\deathrun_2012.log for the cause.

----- END hlvis -----




** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012"

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:\Users\Radek\Desktop\VALVEH~1.WAD\hlrad.exe "c:\program files\valve hammer editor\maps\deathrun_2012"
>> There was a problem compiling the map.
>> Check the file c:\program files\valve hammer editor\maps\deathrun_2012.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012.bsp" "C:\Counter-Strike 1.6\cstrike\maps\deathrun_2012.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012.pts" "C:\Counter-Strike 1.6\cstrike\maps\deathrun_2012.pts"


** Executing...
** Command: C:\COUNTE~1.6\csko.exe
** Parameters: +map "deathrun_2012" -game cstrike -dev -console +deathmatch 1

Mapu najdu ve výběru map v csku, ale při spuštění se to elé lagne. Dík za každou pomoc...
Upravil/a JerRy dne 16.09.2012 21:16
±0
 
.....cz
XXL_cz
#2 Vytisknout diskuzi
Přidané 16.09.2012 22:45
Avatar člena

Člen

Hodnocení: +2967 (92%)
Příspěvek: 1182
Založený: 13.07.10

Máš chybu v parametru -nowadtextures. (na konci nemá být ta tečka)
Řešení časté chyby:
Správné umístění cska a hammeru
+2
 
JerRy
#3 Vytisknout diskuzi
Přidané 17.09.2012 21:48
Avatar člena

Člen

Hodnocení: +18 (100%)
Příspěvek: 51
Založený: 25.02.12

Dík, ale teď mi to hází tohle:

** Executing...
** Command: Change Directory
** Parameters: "C:\Counter-Strike 1.6"


** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012" -nowadtextures

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:\Users\Radek\Desktop\VALVEH~1.WAD\hlcsg.exe "c:\program files\valve hammer editor\maps\deathrun_2012"-nowadtextures
Entering c:\program files\valve hammer editor\maps\deathrun_2012.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 [ 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 [ 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]

163 brushes (totalling 980 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.59 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)

Using Wadfile: \counter-strike 1.6\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\as_tundra.wad
- Contains 2 used textures, 6.90 percent of map (18 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \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: \counter-strike 1.6\cstrike\de_vegas.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\chateau.wad
- Contains 4 used textures, 13.79 percent of map (136 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \counter-strike 1.6\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 1 used texture, 3.45 percent of map (162 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\halflife.wad
- Contains 16 used textures, 55.17 percent of map (3116 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\spraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \counter-strike 1.6\valve\xeno.wad
- Contains 2 used textures, 6.90 percent of map (264 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \counter-strike 1.6\cstrike\zima.wad
- Warning: Larger than expected texture (240172 bytes): 'ZIMA2'
- Contains 3 used textures, 10.34 percent of map (7 textures in wad)
Including Wadfile: \counter-strike 1.6\cstrike\zhlt.wad
- Contains 1 used texture, 3.45 percent of map (8 textures in wad)

Warning: More than 8 wadfiles are in use. (25)
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.


added 9 additional animating textures.
Texture usage is at 0.89 mb (of 4.00 mb MAX)
1.82 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012"

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:\Users\Radek\Desktop\VALVEH~1.WAD\hlbsp.exe "c:\program files\valve hammer editor\maps\deathrun_2012"

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 [ 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] 500...1000...1500...1562 (0.06 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\deathrun_2012.prt'
SolidBSP [hull 1] 500...1000...1500...1549 (0.04 seconds)
SolidBSP [hull 2] 500...1000...1500...1555 (0.05 seconds)
SolidBSP [hull 3] 500...1000...1500...1567 (0.05 seconds)
Error: Exceeded MAX_MAP_MODELS
Description: The maximum number of brush based entities has been reached
Howto Fix: Remove unnecessary brush entities, consolidate similar entities into a single entity


----- END hlbsp -----




** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012"

hlvis 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 hlvis -----
Command line: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlvis.exe "c:\program files\valve hammer editor\maps\deathrun_2012"
>> There was a problem compiling the map.
>> Check the file c:\program files\valve hammer editor\maps\deathrun_2012.log for the cause.

----- END hlvis -----




** Executing...
** Command: C:\Users\Radek\Desktop\VALVEH~1.WAD\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012"

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:\Users\Radek\Desktop\VALVEH~1.WAD\hlrad.exe "c:\program files\valve hammer editor\maps\deathrun_2012"
>> There was a problem compiling the map.
>> Check the file c:\program files\valve hammer editor\maps\deathrun_2012.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012.bsp" "C:\Counter-Strike 1.6\cstrike\maps\deathrun_2012.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\deathrun_2012.pts" "C:\Counter-Strike 1.6\cstrike\maps\deathrun_2012.pts"


** Executing...
** Command: C:\COUNTE~1.6\csko.exe
** Parameters: +map "deathrun_2012" -game cstrike -dev -console +deathmatch 1

(PS: ještě jdnou dík x)
Upravil/a JerRy dne 17.09.2012 21:50
±0
 
.....cz
JerRy
#4 Vytisknout diskuzi
Přidané 17.09.2012 22:07
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Člen

Hodnocení: +18 (100%)
Příspěvek: 51
Založený: 25.02.12

Dík moc x)
±0
 
.....cz
Backup
#5 Vytisknout diskuzi
Přidané 17.09.2012 22:49
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Hlavní Administrátor

Hodnocení: +5310 (95%)
Příspěvek: 1218
Založený: 12.12.09

bign: sw-rpg.net/forums/images/smilies/facepalm2.gif

ivoros: toho bignovo selháníplného příspěvku si prosím nevšímej, ve skutenčosti je totiž problém v tom, že máš v mapě moc brushových entit (Error: Exceeded MAX_MAP_MODELS).
Pokud máš např. spoustu oddělených func_wall, které by šly dát do jedné entity (např. části skla navazující na sebe), spoj je převedením zpět na brushe (move to world) a následným převedením zpět na entitu (tentokrát pouze jednu společnou, pomocí tie to entity). Pokud bys totiž označil všechny části najednou a dal tie to entity, vznikla by ti spousta empty entit, které akorát otravují.

Možná by se hodilo zdrojové rmf, abychom mohli posoudit, co se dá jak zoptimalizovat.
Upravil/a Backup dne 17.09.2012 22:50
+1
 
http://backup.tvorbamap.cz/
JerRy
#6 Vytisknout diskuzi
Přidané 18.09.2012 08:27
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Člen

Hodnocení: +18 (100%)
Příspěvek: 51
Založený: 25.02.12

Dík za radu :D a pokud jde o bigna...nevadí, aspoň že se snaží. x)
±0
 
.....cz
JerRy
#7 Vytisknout diskuzi
Přidané 18.09.2012 21:51
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Člen

Hodnocení: +18 (100%)
Příspěvek: 51
Založený: 25.02.12

Mám ještě jden dotaz: Mohlo by to být třeba tím, že tam mám moc entit trigger_hurt? Když udělám entitu trigger_hurt moc velkou, tak pak mapa nejde spustit v csku, tak namísto několika velkých t._h. jich mám strašně mo velkých...
±0
 
.....cz
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