Глюки Непонятные - сюда ВСЕ, ЧТО НЕ В ТЕМУ
-
- Маппер
- Сообщения: 1748
- Зарегистрирован: 18.02.2008
- Откуда: <удалено>
Eggman
[spoiler=""Для тех кому не нравится какая-то моя работа""]Сам попробуй сделать что-нибудь получше...ну или ВООБЩЕ что-нибудь, умник![/spoiler]
Это она у тебя наклоняется вправо?
[spoiler=""Для тех кому не нравится какая-то моя работа""]Сам попробуй сделать что-нибудь получше...ну или ВООБЩЕ что-нибудь, умник![/spoiler]
Это она у тебя наклоняется вправо?
Завязываю с играми
Мну в Xbox LIVE




- Eggman
- Капитан
- Сообщения: 433
- Зарегистрирован: 18.06.2008
- Откуда: столько срача?
- Контактная информация:
это у меня 3д-вид так глючит
[spoiler=''Нубие'' с тетриса само поимеет кого угодно]
[/spoiler]
ФЕЙК ЦИВИЛИАНА (содержание кликабельно)
МАПА С ДВУСТОРОННЕЙ ТЕЛЕЖКОЙ BY ME
на этих серверах вы можете в нее поиграть
ВОДКАТЭ!!!
Для тех кому не нравится какая-то моя работа

ФЕЙК ЦИВИЛИАНА (содержание кликабельно)
МАПА С ДВУСТОРОННЕЙ ТЕЛЕЖКОЙ BY ME
У меня такая же фигня. Наверное из-за обновы.Eggman писал(а):Помогите, периодически окно 3д-вида временно переглючивает и получается вот так:
(слева с глюком, справа - без него, камеру НЕ ДВИГАЛ и НЕ ПОВОРАЧИВАЛ)
Именно скопировал, а не сделал префаб и вставил? Как где-то упоминалось, с одной карты на другую копировать нельзя, только делать префаб и его уже вставлять.Zlocorp писал(а):Глюк вроде исчез, скопировал все на новую карту :)
Только по тому, что параметры текстуры не сохраняются.olegv11 писал(а):Именно скопировал, а не сделал префаб и вставил? Как где-то упоминалось, с одной карты на другую копировать нельзя, только делать префаб и его уже вставлять.
Всем привет, у меня такая проблема:
По началу все было отлично, компиляция проходила нормально, в игре бегал по карте, все было ок.
Сейчас появился непонятный глюк, в одном месте на карте появилась какаята невидимая стена, в игре когда ее задеваешь то застреваешь в ней. Пробывал найти ее в редакторе и удалить, но ее там просто нет..
Также пробывал выделять всю эту местность (и даже больше, почти пол карты) и удалять, но блин теперь вабще комплиция делается както неправельно. Неважно чтобы я там не изменял, будь то удаление обьектов, или наоборот их добавление на карту - ничего не сохраняется... т.е. в редакторе все как раз сохраняется, а когда пытаюсь посмотреть на карту в игре, то нифига нету :( остается только то, что было создано до этого косяка..
Пробывал перезапускать редактор, перезагружал комп - нифига не помогает.
Карту делаю на тф2
СДК лицензионный, скачивал со стима, последняя версия.
По началу все было отлично, компиляция проходила нормально, в игре бегал по карте, все было ок.
Сейчас появился непонятный глюк, в одном месте на карте появилась какаята невидимая стена, в игре когда ее задеваешь то застреваешь в ней. Пробывал найти ее в редакторе и удалить, но ее там просто нет..
Также пробывал выделять всю эту местность (и даже больше, почти пол карты) и удалять, но блин теперь вабще комплиция делается както неправельно. Неважно чтобы я там не изменял, будь то удаление обьектов, или наоборот их добавление на карту - ничего не сохраняется... т.е. в редакторе все как раз сохраняется, а когда пытаюсь посмотреть на карту в игре, то нифига нету :( остается только то, что было создано до этого косяка..
Пробывал перезапускать редактор, перезагружал комп - нифига не помогает.
Карту делаю на тф2
СДК лицензионный, скачивал со стима, последняя версия.
** Executing...
** Command: "d:\games\steam\steamapps\spirit_13\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\spirit_13\team fortress 2\tf" "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: d:\games\steam\steamapps\spirit_13\team fortress 2\tf\materials
Loading D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.vmf
Patching WVT material: maps/posledniy_shans/nature/blendgroundtogravel003_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (1325.00 -5152.00 868.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2364.5 -2048.0 -176.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2876.5 -2048.0 -176.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -2012.0 -480.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -2012.0 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1500.0 -480.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1500.0 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 -1024.0 -176.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -1536.0 -176.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 11 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 82 has bad geometry near 2828.00 -5396.00 48.00
Can't compile displacement physics, exiting. Texture is TOOLS/TOOLSNODRAW
** Executing...
** Command: "d:\games\steam\steamapps\spirit_13\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\spirit_13\team fortress 2\tf" "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp
reading d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.prt
LoadPortals: couldn't read d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.prt
** Executing...
** Command: "d:\games\steam\steamapps\spirit_13\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\games\steam\steamapps\spirit_13\team fortress 2\tf" "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.47 seconds)
2406 faces
21 degenerate faces
19906 square feet [2866573.25 square inches]
424 Displacements
203966 Square Feet [29371122.00 Square Inches]
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.0091 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 179/8192 2148/98304 ( 2.2%)
brushsides 2226/65536 17808/524288 ( 3.4%)
planes 3164/65536 63280/1310720 ( 4.8%)
vertexes 3918/65536 47016/786432 ( 6.0%)
nodes 1984/65536 63488/2097152 ( 3.0%)
texinfos 322/12288 23184/884736 ( 2.6%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 424/0 74624/0 ( 0.0%)
disp_verts 34344/0 686880/0 ( 0.0%)
disp_tris 54272/0 108544/0 ( 0.0%)
disp_lmsamples 592304/0 592304/0 ( 0.0%)
faces 2406/65536 134736/3670016 ( 3.7%)
hdr faces 2406/65536 134736/3670016 ( 3.7%)
origfaces 1197/65536 67032/3670016 ( 1.8%)
leaves 1988/65536 63616/2097152 ( 3.0%)
leaffaces 2507/65536 5014/131072 ( 3.8%)
leafbrushes 1067/65536 2134/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16268/512000 65072/2048000 ( 3.2%)
edges 8784/256000 35136/1024000 ( 3.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 238/32768 2380/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3990/65536 7980/131072 ( 6.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1233504/0 ( 0.0%)
HDR lightdata [variable] 1233504/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1639/393216 ( 0.4%)
LDR ambient table 1988/65536 7952/262144 ( 3.0%)
HDR ambient table 1988/65536 7952/262144 ( 3.0%)
LDR leaf ambient 7542/65536 211176/1835008 (11.5%)
HDR leaf ambient 7535/65536 210980/1835008 (11.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1816 ( 0.1%)
pakfile [variable] 212069/0 ( 0.0%)
physics [variable] 82057/4194304 ( 2.0%)
physics terrain [variable] 65818/1048576 ( 6.3%)
Level flags = 0
Total triangle count: 6456
Writing d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp
19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp" "d:\games\steam\steamapps\spirit_13\team fortress 2\tf\maps\posledniy_shans.bsp"
** Command: "d:\games\steam\steamapps\spirit_13\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\spirit_13\team fortress 2\tf" "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: d:\games\steam\steamapps\spirit_13\team fortress 2\tf\materials
Loading D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.vmf
Patching WVT material: maps/posledniy_shans/nature/blendgroundtogravel003_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (1325.00 -5152.00 868.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2364.5 -2048.0 -176.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2876.5 -2048.0 -176.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -2012.0 -480.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -2012.0 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1500.0 -480.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1500.0 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 -1024.0 -176.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -1536.0 -176.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 11 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 82 has bad geometry near 2828.00 -5396.00 48.00
Can't compile displacement physics, exiting. Texture is TOOLS/TOOLSNODRAW
** Executing...
** Command: "d:\games\steam\steamapps\spirit_13\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\spirit_13\team fortress 2\tf" "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp
reading d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.prt
LoadPortals: couldn't read d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.prt
** Executing...
** Command: "d:\games\steam\steamapps\spirit_13\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\games\steam\steamapps\spirit_13\team fortress 2\tf" "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.47 seconds)
2406 faces
21 degenerate faces
19906 square feet [2866573.25 square inches]
424 Displacements
203966 Square Feet [29371122.00 Square Inches]
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.0091 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 179/8192 2148/98304 ( 2.2%)
brushsides 2226/65536 17808/524288 ( 3.4%)
planes 3164/65536 63280/1310720 ( 4.8%)
vertexes 3918/65536 47016/786432 ( 6.0%)
nodes 1984/65536 63488/2097152 ( 3.0%)
texinfos 322/12288 23184/884736 ( 2.6%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 424/0 74624/0 ( 0.0%)
disp_verts 34344/0 686880/0 ( 0.0%)
disp_tris 54272/0 108544/0 ( 0.0%)
disp_lmsamples 592304/0 592304/0 ( 0.0%)
faces 2406/65536 134736/3670016 ( 3.7%)
hdr faces 2406/65536 134736/3670016 ( 3.7%)
origfaces 1197/65536 67032/3670016 ( 1.8%)
leaves 1988/65536 63616/2097152 ( 3.0%)
leaffaces 2507/65536 5014/131072 ( 3.8%)
leafbrushes 1067/65536 2134/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16268/512000 65072/2048000 ( 3.2%)
edges 8784/256000 35136/1024000 ( 3.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 238/32768 2380/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3990/65536 7980/131072 ( 6.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1233504/0 ( 0.0%)
HDR lightdata [variable] 1233504/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1639/393216 ( 0.4%)
LDR ambient table 1988/65536 7952/262144 ( 3.0%)
HDR ambient table 1988/65536 7952/262144 ( 3.0%)
LDR leaf ambient 7542/65536 211176/1835008 (11.5%)
HDR leaf ambient 7535/65536 210980/1835008 (11.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1816 ( 0.1%)
pakfile [variable] 212069/0 ( 0.0%)
physics [variable] 82057/4194304 ( 2.0%)
physics terrain [variable] 65818/1048576 ( 6.3%)
Level flags = 0
Total triangle count: 6456
Writing d:\games\steam\steamapps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp
19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\Steam\SteamApps\spirit_13\sourcesdk_content\tf\mapsrc\posledniy_shans.bsp" "d:\games\steam\steamapps\spirit_13\team fortress 2\tf\maps\posledniy_shans.bsp"
-
- Маппер
- Сообщения: 1748
- Зарегистрирован: 18.02.2008
- Откуда: <удалено>
У тебя жесткий лик. Исправь его и все будет норм
Завязываю с играми
Мну в Xbox LIVE




я понять немогу, у меня любые изменения не хотят сохранятся, вот например удалю я пол карты, сделаю компиляцию, затем зайду в игру - а все остается по прежнему, как будто я ничего и не удалял..
в самом сдк все сохраняется, а вот почему в игре нет я незнаю.
я и ошибки из-за этого немогу исправить
как решить эту проблему?
в самом сдк все сохраняется, а вот почему в игре нет я незнаю.
я и ошибки из-за этого немогу исправить
как решить эту проблему?