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Не могу откомпилировать карту...

minestile

New member
16.07.16
4
0
0
Не могу откомпилировать карту...

Здравствуйте решил создать карту, все настроил (как-бы).
Вообщем не могу скомпилировать карту в bsp.
Вот лог:
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: hlcsg.exe 2.map

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 3 ] [ 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 ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]


entering 2.map
CreateBrush:
(0.01 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.04 seconds)
Using WAD File: \games\counter-strike\cstrike\cstrike.wad
Using WAD File: \games\counter-strike\valve\halflife.wad
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.06 seconds elapsed

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



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlbsp -----
Command line: hlbsp.exe 2.map

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 3 ] [ 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( -16, 16, 32)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( -16, 16, 32)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( -16, 16, 32)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( -16, 16, 32)
0.11 seconds elapsed

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



hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlvis -----
Command line: hlvis.exe 2.map
>> There was a problem compiling the map.
>> Check the file 2.log for the cause.

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



hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlrad -----
Command line: hlrad.exe 2.map
>> There was a problem compiling the map.
>> Check the file 2.log for the cause.

----- END hlrad -----
 

loKkdoKk

Jwood
04.02.10
726
31
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( -16, 16, 32)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( -16, 16, 32)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( -16, 16, 32)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( -16, 16, 32)
0.11 seconds elapsed
 

minestile

New member
16.07.16
4
0
0
loKkdoKk сказав(ла):
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( -16, 16, 32)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( -16, 16, 32)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( -16, 16, 32)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( -16, 16, 32)
0.11 seconds elapsed
Можно по-подробнее?
 

minestile

New member
16.07.16
4
0
0
loKkdoKk сказав(ла):
дырка у тебя в карте.
энтити выходит за пределы карты или за картой находится или же скайбокс не полностью закрывает карту.
Где тут дырка?(
Вот исходник
 

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Mad_crab

Серый джедай
15.11.14
432
17
18
Дырка где у тебя func_wall стоит, движок не считает энтитю чем-то, чем можно закрыть пространство, если можно так выразиться. Вместо неё надо простые браши поставить.
Алсо, твой коридор выглядит как комната психбольницы, текстура способствует такому восприятию. Ещё недостаточно освещения и низкий потолок.
 
Останнє редагування:

npocTo_LaM

Well-known member
27.10.12
2 166
387
83
  • Золотая медаль 311
Внутреннее пространство карты не должно сообщаться через энтитю с внешним пространством вокруг карты (в твоем случае - func_door). Со всех сторон карты должны быть обычные браши.
 

minestile

New member
16.07.16
4
0
0
Mad_crab сказав(ла):
Дырка где у тебя func_wall стоит, движок не считает энтитю чем-то, чем можно закрыть пространство, если можно так выразиться. Вместо неё надо простые браши поставить.
Алсо, твой коридор выглядит как комната психбольницы, текстура способствует такому восприятию. Ещё недостаточно освещения и низкий потолок.
А кто сказал что это не псих-больница?)
 

seedee

Member
18.12.16
12
func_door ето энтити-браш, энтити повязан с брашом. Он не закрывает карту при компилирувание. Надо за ним поставить обычный браш.

карту я поремонтавал а ище кое что улучшил ;)
 

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