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18.09.2021 09:34:59
ide o zmenu predvolenej zbrane po spawne, vidím že forum je už hodne dlho mrtve, no aj napriek tomu som tam začal tému, tak ak by niekto vedl poradiť, vopred ďakujem :) a dojdite zastrielat na http://BRUT.me :@
-1


18.09.2021 09:32:13
Caute Borci :) žije to tu ešte? aspoň kúsok? ja som z BRUT.me Portálu, asi posledného živého na skcz scéne, ktorý sa zaoberá aj gldsrc hrami, máme aj online servery, robíme na prerábke mapy a nevieme si s jednou vecou pomôcť.
-1


14.07.2021 10:26:34
škoda že chcípnul jabber chat. Od té doby je tu všemu konec definitivní.
±0


15.06.2021 13:19:19
mňa by zaujímalo, či sem Backup ešte niekedy chodí. Škoda, že už nemá Twitter účet.
±0


02.02.2021 20:18:56
Choj khere
±0


18.01.2021 11:58:27
zajimave :D
+1


08.11.2020 20:24:23
Jasne!
±0


07.11.2020 15:36:20
Tak co, zejtřejší tradiční nedělní Nightmix platí?
+1


07.11.2020 15:34:38
:( :|
+1


09.09.2020 19:44:32
wow ale v apríli to bude 10 rokov, od kedy som sa registroval na túto stránku...
±0


Číst diskuzi

 Tisk diskuze
Leaf portals saw into leaf
m00nw4lk3r
#1 Vytisknout diskuzi
Přidané 26.03.2011 13:18
Člen

Hodnocení: +55 (86%)
Příspěvek: 115
Založený: 17.03.10

Zdravím
Potřebuji poradit, jak se zbavím toho Leaf portals saw into leaf , už dřív mi Backup radil kompilovat VIS na full a ne na fast ale teď ho mám na full a nevim, kde je ten problém.

Jméno mapy jsem tady změnil protože to má být mapa do soutěže.

Spoiler:
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:\VALVEH~1\hammer\hlcsg.exe "c:\valve hammer editor\hammer\maps\bgfvihvfh\bgfvihvfh"-cliptype precise -wadautodetect
Entering c:\valve hammer editor\hammer\maps\bgfvihvfh\bgfvihvfh.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 [ precise ] [ 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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

11 brushes (totalling 66 sides) discarded from clipping hulls
CreateBrush:
(1.47 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.91 seconds)

Including Wadfile: \valve hammer editor\hammer\zhlt.wad
- Contains 4 used textures, 10.53 percent of map (8 textures in wad)
Using Wadfile: \program files\counter strike 1.6\valve\halflife.wad
- Contains 14 used textures, 36.84 percent of map (3116 textures in wad)
Using Wadfile: \program files\counter strike 1.6\cstrike\cstrike.wad
- Contains 1 used texture, 2.63 percent of map (123 textures in wad)
Using Wadfile: \program files\counter strike 1.6\cstrike\de_airstrip.wad
- Contains 2 used textures, 5.26 percent of map (69 textures in wad)
Using Wadfile: \program files\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 8 used textures, 21.05 percent of map (24 textures in wad)
Using Wadfile: \program files\counter strike 1.6\cstrike\de_nuked.wad
- Contains 4 used textures, 10.53 percent of map (122 textures in wad)
Using Wadfile: \program files\counter strike 1.6\cstrike\de_azteclife_kh.wad
- Contains 5 used textures, 13.16 percent of map (7 textures in wad)

added 9 additional animating textures.
Texture usage is at 0.84 mb (of 4.00 mb MAX)
5.11 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:\VALVEH~1\hammer\hlbsp.exe "c:\valve hammer editor\hammer\maps\bgfvihvfh\bgfvihvfh"

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] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6957 (0.63 seconds)
BSP generation successful, writing portal file 'c:\valve hammer editor\hammer\maps\bgfvihvfh\bgfvihvfh.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...7872 (1.00 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7116 (0.62 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...8604 (1.02 seconds)
14.09 seconds elapsed

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



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:\VALVEH~1\hammer\hlvis.exe "c:\valve hammer editor\hammer\maps\bgfvihvfh\bgfvihvfh"-full
3660 portalleafs
10722 numportals

-= 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]


BasePortalVis:
(6.23 seconds)
LeafThread:
(155.80 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3507 and 3491:
(-2213.107 -154.893 -60.169)
(-2212.602 -155.398 -59.372)
(-2199.729 -183.769 -39.046)
(-2195.267 -219.000 -32.000)
(-2195.267 -229.000 -32.000)
(-2199.729 -264.231 -39.046)
(-2212.602 -292.602 -59.372)
(-2213.107 -293.107 -60.169)

average leafs visible: 176
g_visdatasize:423922 compressed from 1676280
162.33 seconds elapsed [2m 42s]

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



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:\VALVEH~1\hammer\hlrad.exe "c:\valve hammer editor\hammer\maps\bgfvihvfh\bgfvihvfh"-extra -customshadowwithbounce -rgbtransfers -extra -sparse

-= 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 [ Sparse ] [ 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
[ on ] [ off ]
rgb transfers [ on ] [ off ]


[Reading texlights from 'C:\VALVEH~1\hammer\lights.rad']
[60 texlights parsed from 'C:\VALVEH~1\hammer\lights.rad']

19225 faces
Create Patches : 103786 base patches
0 opaque faces
1037219 square feet [149359632.00 square inches]
145 direct lights

BuildFacelights:
(181.00 seconds)
BuildVisLeafs:
(187.31 seconds)
visibility matrix : 32.4 megs
MakeRGBScales:
(283.79 seconds)
SwapRGBTransfers:
(9.04 seconds)
Transfer Lists : 84899348 : 84.90M transfers
Indices : 44564956 : 42.50M bytes
Data : 509396088 : 485.80M bytes
GatherRGBLight:
(2.76 seconds)
FinalLightFace:
(1.39 seconds)
673.37 seconds elapsed [11m 13s]

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

:)
+1
 
www.kokos-head.hys.cz
XXL_cz
#2 Vytisknout diskuzi
Přidané 26.03.2011 14:47
Avatar člena

Člen

Hodnocení: +2964 (92%)
Příspěvek: 1182
Založený: 13.07.10

To se mi taky dělo na velké mapě ale já si myslim že to nevadí jestli se to skompiluje ze světlama a nebude se to sekat.
Řešení časté chyby:
Správné umístění cska a hammeru
±0
 
Backup
#3 Vytisknout diskuzi
Přidané 26.03.2011 14:57
Avatar člena

Hlavní Administrátor

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

Zkus se mrknout na ty souřadnice a zkus to tam zjednodušit, aby tam bylo méně brushů, a detaily převést na func_wall.
+1
 
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