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Компиляция, темно на карте

Rgamomoldozi

New member
30.09.17
6
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Компиляция, темно на карте

Какие параметры должны быть в batch файле ?

P.S

Вот с этим темно в тунеле на карте de_dust как будто лампочек там нету вообще, компилировал через редактор параметры не изменял удивительно на карте светло везде как в оригинале. Batch с сайта cs-mapper.com Стоит размер текстуры изменить опять темно стало


set WADROOT="C:\Games\HL"
set mapname=map.map

hlcsg.exe -estimate "%mapname%"
hlbsp.exe -estimate "%mapname%"
hlvis.exe -estimate -full "%mapname%"
hlrad.exe -estimate -chart -extra -dscale 1 -bounce 4 -smooth 100 "%mapname%"

Исходник http://rgho.st/6bmMGVyFg
 
Останнє редагування:
У тебя стоят лампочки с яркостью 35 это очень мало, а как я понимаю световые текстуры которыми покрыты func_illusionary в lights.rad не прописаны, от них собственно основной свет идёт.
 

Rgamomoldozi

New member
30.09.17
6
0
0
FaL_DemonoZa сказав(ла):
У тебя стоят лампочки с яркостью 35 это очень мало, а как я понимаю световые текстуры которыми покрыты func_illusionary в lights.rad не прописаны, от них собственно основной свет идёт.
как rad файл скомпилировать ?

Post automatically merged:

St.Snoop сказав(ла):
Логи компиляции через редактор и через Batch-файл покажи.
P.S. На будущее - дабы не плодить кучу тем, спрашивай лучше тут - http://cs-mapping.com.ua/forum/showthread.php?t=20754
hlcsg v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlcsg -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlcsg.exe" C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: C:\Dev\HL\cstrike\maps\de_dust_orig -low -wadautodetect
Entering C:\Dev\HL\cstrike\maps\de_dust_orig.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.24 seconds)
CSGBrush:
(0.58 seconds)

added 3 additional animating textures.
Using Wadfile: \Dev\HL\valve\halflife.wad
- Contains 4 used textures, 14.29 percent of map (3116 textures in wad)
Using Wadfile: \Dev\HL\cstrike\cs_dust.wad
- Contains 24 used textures, 85.71 percent of map (28 textures in wad)

Wad files required to run the map: "halflife.wad;cs_dust.wad;"
Texture usage is at 0.81 mb (of 32.00 mb MAX)
0.87 seconds elapsed

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



hlbsp v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlbsp -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlbsp.exe" C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: C:\Dev\HL\cstrike\maps\de_dust_orig -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]


SolidBSP [hull 0] 500...1000...1500...2000...2500...2697 (0.27 seconds)
BSP generation successful, writing portal file 'C:\Dev\HL\cstrike\maps\de_dust_orig.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2238 (0.20 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2140 (0.19 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2408 (0.22 seconds)
Reduced 5642 clipnodes to 5286
Reduced 490 texinfos to 355
Reduced 28 texdatas to 28 (1236 bytes to 1236)
Reduced 8374 planes to 2338
FixBrinks:
Increased 5286 clipnodes to 5407.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 48/512 3072/32768 ( 9.4%)
planes 2338/32768 46760/655360 ( 7.1%)
vertexes 7490/65535 89880/786420 (11.4%)
nodes 2595/32767 62280/786408 ( 7.9%)
texinfos 355/32767 14200/1310680 ( 1.1%)
faces 5600/65535 112000/1310700 ( 8.5%)
* worldfaces 5343/32768 0/0 (16.3%)
clipnodes 5407/32767 43256/262136 (16.5%)
leaves 1499/32760 41972/917280 ( 4.6%)
* worldleaves 1221/8192 0/0 (14.9%)
marksurfaces 6849/65535 13698/131070 (10.5%)
surfedges 26965/512000 107860/2048000 ( 5.3%)
edges 13910/256000 55640/1024000 ( 5.4%)
texdata [variable] 1236/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 13480/2097152 ( 0.6%)
* AllocBlock 15/64 0/0 (23.4%)
28 textures referenced
=== Total BSP file data space used: 605334 bytes ===
Wad files required to run the map: "halflife.wad;cs_dust.wad;"
1.77 seconds elapsed

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



hlvis v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlvis -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlvis.exe" C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: C:\Dev\HL\cstrike\maps\de_dust_orig -low
1221 portalleafs
3592 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 [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

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


BasePortalVis:
(0.30 seconds)
LeafThread:
(7.53 seconds)
average leafs visible: 136
g_visdatasize:56475 compressed from 186813
7.88 seconds elapsed

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



hlrad v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlrad -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlrad.exe" -extra C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: -extra C:\Dev\HL\cstrike\maps\de_dust_orig -low

-= 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 [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
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 light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]


Load Textures:
Using Wadfile: C:\Dev\HL\cstrike\maps\de_dust_orig.wa_
28 textures referenced
Reading texlights from 'C:\Program Files\J.A.C.K\halflife\lights.rad'
5 opaque models
25 opaque faces
5600 faces
Create Patches : 15894 base patches
214826 square feet [30935084.00 square inches]
8 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(1.22 seconds)
BuildFacelights:
(22.22 seconds)
BuildVisLeafs:
(2.34 seconds)
visibility matrix : 3.6 megs
MakeScales:
(2.98 seconds)
Transfer Lists : 7935187 : 7.94M transfers
Indices : 5442744 : 5.19M bytes
Data : 15917129 : 15.18M bytes
Bounce 1 GatherLight:
(0.09 seconds)
Bounce 2 GatherLight:
(0.09 seconds)
Bounce 3 GatherLight:
(0.09 seconds)
Bounce 4 GatherLight:
(0.09 seconds)
Bounce 5 GatherLight:
(0.09 seconds)
Bounce 6 GatherLight:
(0.09 seconds)
Bounce 7 GatherLight:
(0.09 seconds)
Bounce 8 GatherLight:
(0.09 seconds)
CreateTriangulations:
(0.13 seconds)
AddPatchLights:
(1.68 seconds)
FinalLightFace:
(0.01 seconds)
31.60 seconds elapsed

----- END hlrad -----
 
Останнє редагування:
Ничего компилировать не нужно. Смотри, компилятор читает текстуры и их параметры из файла lights.rad.
> Reading texlights from 'C:\Program Files\J.A.C.K\halflife\lights.rad'

Открывай этот файл и ищи там строчку:
+0~FIFTIES_LGT2 160 170 220 5000

Если её нет, то добавь.
 
Останнє редагування:

Rgamomoldozi

New member
30.09.17
6
0
0
FaL_DemonoZa сказав(ла):
Ничего компилировать не нужно. Смотри, компилятор читает текстуры и их параметры из файла lights.rad.
> Reading texlights from 'C:\Program Files\J.A.C.K\halflife\lights.rad'

Открывай этот файл и ищи там строчку:
+0~FIFTIES_LGT2 160 170 220 5000

Если её нет, то добавь.
Не было добавил, как было так и осталось!

Post automatically merged:

hlcsg v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlcsg -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlcsg.exe" C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: C:\Dev\HL\cstrike\maps\de_dust_orig -low -wadautodetect
Entering C:\Dev\HL\cstrike\maps\de_dust_orig.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.24 seconds)
CSGBrush:
(0.62 seconds)

added 3 additional animating textures.
Using Wadfile: \Dev\HL\valve\halflife.wad
- Contains 4 used textures, 14.29 percent of map (3116 textures in wad)
Using Wadfile: \Dev\HL\cstrike\cs_dust.wad
- Contains 24 used textures, 85.71 percent of map (28 textures in wad)

Wad files required to run the map: "halflife.wad;cs_dust.wad;"
Texture usage is at 0.81 mb (of 32.00 mb MAX)
0.92 seconds elapsed

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



hlbsp v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlbsp -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlbsp.exe" C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: C:\Dev\HL\cstrike\maps\de_dust_orig -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]


SolidBSP [hull 0] 500...1000...1500...2000...2500...2673 (0.28 seconds)
BSP generation successful, writing portal file 'C:\Dev\HL\cstrike\maps\de_dust_orig.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2238 (0.21 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2139 (0.19 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2421 (0.22 seconds)
Reduced 5643 clipnodes to 5286
Reduced 490 texinfos to 355
Reduced 28 texdatas to 28 (1236 bytes to 1236)
Reduced 8374 planes to 2338
FixBrinks:
Increased 5286 clipnodes to 5411.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 48/512 3072/32768 ( 9.4%)
planes 2338/32768 46760/655360 ( 7.1%)
vertexes 7488/65535 89856/786420 (11.4%)
nodes 2582/32767 61968/786408 ( 7.9%)
texinfos 355/32767 14200/1310680 ( 1.1%)
faces 5598/65535 111960/1310700 ( 8.5%)
* worldfaces 5341/32768 0/0 (16.3%)
clipnodes 5411/32767 43288/262136 (16.5%)
leaves 1487/32760 41636/917280 ( 4.5%)
* worldleaves 1209/8192 0/0 (14.8%)
marksurfaces 6908/65535 13816/131070 (10.5%)
surfedges 26946/512000 107784/2048000 ( 5.3%)
edges 13900/256000 55600/1024000 ( 5.4%)
texdata [variable] 1236/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 13478/2097152 ( 0.6%)
* AllocBlock 15/64 0/0 (23.4%)
28 textures referenced
=== Total BSP file data space used: 604654 bytes ===
Wad files required to run the map: "halflife.wad;cs_dust.wad;"
1.83 seconds elapsed

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



hlvis v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlvis -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlvis.exe" C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: C:\Dev\HL\cstrike\maps\de_dust_orig -low
1209 portalleafs
3557 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 [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

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


BasePortalVis:
(0.31 seconds)
LeafThread:
(8.01 seconds)
average leafs visible: 135
g_visdatasize:54679 compressed from 183768
8.36 seconds elapsed

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



hlrad v3.4 VL33 (Feb 2 2014)
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 ([email protected])
----- BEGIN hlrad -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlrad.exe" -extra C:\Dev\HL\cstrike\maps\de_dust_orig
Arguments: -extra C:\Dev\HL\cstrike\maps\de_dust_orig -low

-= 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 [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
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 light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]


Load Textures:
Using Wadfile: C:\Dev\HL\cstrike\maps\de_dust_orig.wa_
28 textures referenced
Reading texlights from 'C:\Program Files\J.A.C.K\halflife\lights.rad'
5 opaque models
25 opaque faces
5598 faces
Create Patches : 15881 base patches
214826 square feet [30935080.00 square inches]
8 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(1.27 seconds)
BuildFacelights:
(22.80 seconds)
BuildVisLeafs:
(2.42 seconds)
visibility matrix : 3.6 megs
MakeScales:
(3.12 seconds)
Transfer Lists : 7927441 : 7.93M transfers
Indices : 5413764 : 5.16M bytes
Data : 15901595 : 15.16M bytes
Bounce 1 GatherLight:
(0.09 seconds)
Bounce 2 GatherLight:
(0.10 seconds)
Bounce 3 GatherLight:
(0.09 seconds)
Bounce 4 GatherLight:
(0.10 seconds)
Bounce 5 GatherLight:
(0.10 seconds)
Bounce 6 GatherLight:
(0.08 seconds)
Bounce 7 GatherLight:
(0.10 seconds)
Bounce 8 GatherLight:
(0.10 seconds)
CreateTriangulations:
(0.22 seconds)
AddPatchLights:
(1.74 seconds)
FinalLightFace:
(0.01 seconds)
32.65 seconds elapsed

----- END hlrad -----
 
Останнє редагування:
Кароче смотри. Это проблема компиляторов. Просто так они подключить текстурки не хотят. Не знаю почему, раньше с ними не работал. Придётся сделать следующее:

Качаешь fgd что я прикрепил
Подключаешь его в профиле в редакторе. (см картинки)
Дальше в любом месте внутри карты (не во внешней пустоте) создаёшь точечную entity под названием info_texlights
Далее отжимаешь кнопку smart edit
Далее жмёшь кнопку add
в поле key пишешь: +0~FIFTIES_LGT2
в поле value пишешь: 160 170 220 5000
Жмёшь ок
Компилируешь.

Я хз наверное есть способ чтобы заставить работать lights.rad но я не хочу сейчас на это время тратить.
 

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qpAHToMAS

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22.10.06
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Компилируй прямо через Jackhammer, стандартными настройками. У меня всё получилось, исходник отличный:

Но версия компиляторов есть чуть свежее, чем у тебя, хотя не думаю, что это играет роль с освещением в данном случае.
 

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