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


09.09.2020 19:39:59
našiel som starý účet, ale netuším na akú emailovú adresu bol účet Habax, takže RIP, tam si asi heslo nezresetujem.
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21.03.2020 10:15:23
Nazdar curaci. Jeste to hrajete? 😂😂💪🏻 Neda si nekdo hru?
+1


20.10.2019 17:34:57
Neni motivace otevřit VHE, když vim, že když něco vytvořim, tak si to stejně nikdo nezahraje :D
±0


11.10.2019 17:30:28
Ja som objavil staru mapu (de_mitice) a uz na nej asi pol roka robim a s kolegami ju stale hravame :D
±0


11.10.2019 14:05:28
Tak se přiznejte, kdo tento rok otevřel vhe?
+1


06.10.2019 21:14:14
opraveno
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05.10.2019 21:25:08
otazka, preco sa nejde napojit na ftp?
±0


29.09.2019 00:58:39
Bign a Polívka meet v Prahe
https://i.ibb.co/...003610.jpg
±0


09.08.2019 20:17:53
Tu to neoplývá zrovna aktivitou, že :D
±0


Číst diskuzi

 Tisk diskuze
čierne auto
Habax
#1 Vytisknout diskuzi
Přidané 26.09.2011 12:04
Člen

Hodnocení: +468 (79%)
Příspěvek: 595
Založený: 18.07.11

Ahojte... zas mám problém...

Chcel som do mapy pridať cycler sprite truck. Tak som ho začal oclipovávať... všetko v hre išlo dobre, už mám polovicu, ale potom som si spomenul, že clip sa dá prestreliť a ja som chcel null tak som iba zmenil texturu na null

img571.imageshack.us/img571/7007/hammer2011092612002894.png

a potom v hre bolo cele auto čierne (aj keď bola onullovaná iba polovica..)

img840.imageshack.us/img840/8963/hl2011092611554606.png

a pre istotu log:
Spoiler:

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


** Executing...
** Command: C:\games\COUNTE~1.6ZC\hammer\hlcsg.exe
** Parameters: "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka"

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:\games\COUNTE~1.6ZC\hammer\hlcsg.exe "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka"
Entering c:\games\counter-strike 1.6 zcp\hammer\maps\aimka.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.10 seconds)

Using Wadfile: \games\counter-strike 1.6 zcp\valve\halflife.wad
- Contains 10 used textures, 62.50 percent of map (3116 textures in wad)
Including Wadfile: \games\counter-strike 1.6 zcp\hammer\zhlt.wad
- Contains 1 used texture, 6.25 percent of map (8 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 2 used textures, 12.50 percent of map (24 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\cs_assault.wad
- Contains 3 used textures, 18.75 percent of map (22 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)

added 6 additional animating textures.
Texture usage is at 0.42 mb (of 4.00 mb MAX)
0.13 seconds elapsed

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




** Executing...
** Command: C:\games\COUNTE~1.6ZC\hammer\hlbsp.exe
** Parameters: "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka"

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:\games\COUNTE~1.6ZC\hammer\hlbsp.exe "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka"

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...540 (0.01 seconds)
BSP generation successful, writing portal file 'c:\games\counter-strike 1.6 zcp\hammer\maps\aimka.prt'
SolidBSP [hull 1] 500...692 (0.01 seconds)
SolidBSP [hull 2] 500...725 (0.02 seconds)
SolidBSP [hull 3] 500...700 (0.02 seconds)
0.17 seconds elapsed

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




** Executing...
** Command: C:\games\COUNTE~1.6ZC\hammer\hlvis.exe
** Parameters: "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka" -full

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:\games\COUNTE~1.6ZC\hammer\hlvis.exe "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka"-full
285 portalleafs
975 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.04 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.63 seconds)
average leafs visible: 128
g_visdatasize:9437 compressed from 10260
4.68 seconds elapsed

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




** Executing...
** Command: C:\games\COUNTE~1.6ZC\hammer\hlrad.exe
** Parameters: "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka"

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:\games\COUNTE~1.6ZC\hammer\hlrad.exe "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka"

-= 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)[ 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 ]


[Reading texlights from 'C:\games\COUNTE~1.6ZC\hammer\lights.rad']
[59 texlights parsed from 'C:\games\COUNTE~1.6ZC\hammer\lights.rad']

1002 faces
Create Patches : 5831 base patches
0 opaque faces
128040 square feet [18437886.00 square inches]
3 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.57 seconds)
visibility matrix : 2.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.51 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.26 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
Transfer Lists : 2826576 : 2.83M transfers
Indices : 1334492 : 1.27M bytes
Data : 11306304 : 10.78M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.04 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)
2.57 seconds elapsed

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




** Executing...
** Command: Copy File
** Parameters: "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka.bsp" "C:\games\Counter-Strike 1.6 ZCP\cstrike\maps\aimka.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\games\counter-strike 1.6 zcp\hammer\maps\aimka.pts"


neviete prečo?
Upravil/a Habax dne 26.09.2011 12:08
+1
 
Gordon Freeman
#2 Vytisknout diskuzi
Přidané 26.09.2011 13:08
Avatar člena

Záškodník

Hodnocení: +823 (68%)
Příspěvek: 514
Založený: 06.01.11

jasne textura null prekryva stred trucku a to dela efekt jako kdybi na model nesvitilo zadne svetlo

staci brushe null prevest na entitu func_wall
Mam rád banány.
WWW.Databáze-her.cz
+3
 
Vytvaří se
Habax
#3 Vytisknout diskuzi
Přidané 26.09.2011 14:00
Člen

Hodnocení: +468 (79%)
Příspěvek: 595
Založený: 18.07.11

ok, díky, už to ide :D
±0
 
Dominio
#4 Vytisknout diskuzi
Přidané 26.09.2011 15:09
Avatar člena

trdelník

Hodnocení: +2959 (90%)
Příspěvek: 937
Založený: 16.10.10

Hnidopišská poznámka.:, nevím ja u vás, ale u mě se dá taky null prostřelit. Jako, kdyby to byl normální brush. Clip je jiný v tom, že se dá prostřelit jakkoliv je velký a nesnižuje dmg.
Neprůstřelný celkově mě funguje jenom, když to není func_wall
±0
 
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