Я НОВИЧОКЪ! или вопросы по МАППИНГУ

Помогаем новичкам в создании своего мира
Сообщение
Автор
Аватара пользователя
Backbreaker
Маппер
Маппер
Сообщения: 1184
Зарегистрирован: 27.12.2007

#541 Сообщение 18.05.2009, 11:39

Стоп, как понять ''работать с текстурами неба''? и при чем сдесь 3дскай?
Есть служебная текстура toolsskybox она отвечает за отображение неба на карте.
Или ты хочешь понять как создавать развертку неба из текстур?
Изображение

Аватара пользователя
Vampire17
Лейтенант
Лейтенант
Сообщения: 145
Зарегистрирован: 08.08.2008
Откуда: Краснодарский край
Благодарил (а): 2 раза
Контактная информация:

#542 Сообщение 18.05.2009, 12:05

Backbreaker писал(а):Или ты хочешь понять как создавать развертку неба из текстур?
Да, скорее всего ты выразился правильнее меня.
BMW Motorsport

Аватара пользователя
Backbreaker
Маппер
Маппер
Сообщения: 1184
Зарегистрирован: 27.12.2007

#543 Сообщение 18.05.2009, 15:15

В общем вот развертка
Изображение
Изображение

Аватара пользователя
Vampire17
Лейтенант
Лейтенант
Сообщения: 145
Зарегистрирован: 08.08.2008
Откуда: Краснодарский край
Благодарил (а): 2 раза
Контактная информация:

#544 Сообщение 19.05.2009, 09:48

Backbreaker
Спасибо, это я понял. Тоже полезно.
Но я вот что имел в виду:
К примеру я беру текстуру sky_dustbowl_01_hdrft, накладываю её на браш и вот что получается.
[spoiler=""Лог компилятора""]** Executing...
** Command: "c:program filessteamsteamappsvampir17sourcesdkinorangeboxinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost"

Valve Software - vbsp.exe (Mar 5 2009)
2 threads
materialPath: c:program filessteamsteamappsvampir17 eam fortress 2 fmaterials
Loading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.vmf
Patching WVT material: maps/cp_nordost/nature/blendrockground001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.prt...Building visibility clusters...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (15720 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 55 texinfos to 28
Reduced 10 texdatas to 10 (257 bytes to 257)
Writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
3 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsvampir17sourcesdkinorangeboxinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost"

Valve Software - vvis.exe (Mar 5 2009)
2 threads
reading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
reading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.prt
220 portalclusters
538 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 21 visible clusters (0.00%)
Total clusters visible: 35079
Average clusters visible: 159
Building PAS...
Average clusters audible: 219
visdatasize:14029 compressed from 14080
writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsvampir17sourcesdkinorangeboxinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost"

Valve Software - vrad.exe SSE (Mar 5 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
Setting up ray-trace acceleration structure... Done (1.07 seconds)
977 faces
1045880 square feet [150606784.00 square inches]
12 Displacements
769632 Square Feet [110827144.00 Square Inches]
977 patches before subdivision
52431 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 3279978, max 468
transfer lists: 25.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0586 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (16)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 40/8192 480/98304 ( 0.5%)
brushsides 242/65536 1936/524288 ( 0.4%)
planes 198/65536 3960/1310720 ( 0.3%)
vertexes 1453/65536 17436/786432 ( 2.2%)
nodes 549/65536 17568/2097152 ( 0.8%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 256002/0 256002/0 ( 0.0%)
faces 977/65536 54712/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 173/65536 9688/3670016 ( 0.3%)
leaves 552/65536 17664/2097152 ( 0.8%)
leaffaces 1027/65536 2054/131072 ( 1.6%)
leafbrushes 595/65536 1190/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5256/512000 21024/2048000 ( 1.0%)
edges 2719/256000 10876/1024000 ( 1.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 102/32768 1020/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1329/65536 2658/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3260756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14029/16777216 ( 0.1%)
entdata [variable] 467/393216 ( 0.1%)
LDR ambient table 552/65536 2208/262144 ( 0.8%)
HDR ambient table 552/65536 2208/262144 ( 0.8%)
LDR leaf ambient 226/65536 6328/1835008 ( 0.3%)
HDR leaf ambient 552/65536 15456/1835008 ( 0.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 106117/0 ( 0.0%)
physics [variable] 15720/4194304 ( 0.4%)
physics terrain [variable] 4786/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 2610
Writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
42 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp" "c:program filessteamsteamappsvampir17 eam fortress 2 fmapscp_nordost.bsp"


** Executing...
** Command: "c:program filessteamsteamappsvampir17 eam fortress 2hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" +map "cp_nordost"[/spoiler]
Изображение
BMW Motorsport

Аватара пользователя
E&K
Капитан
Капитан
Сообщения: 259
Зарегистрирован: 07.07.2008
Откуда: РБ. Осиповичи
Контактная информация:

#545 Сообщение 19.05.2009, 12:19

Vampire17 писал(а):Backbreaker
Спасибо, это я понял. Тоже полезно.
Но я вот что имел в виду:
К примеру я беру текстуру sky_dustbowl_01_hdrft, накладываю её на браш и вот что получается.
[spoiler=""Лог компилятора""]** Executing...
** Command: "c:program filessteamsteamappsvampir17sourcesdkinorangeboxinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost"

Valve Software - vbsp.exe (Mar 5 2009)
2 threads
materialPath: c:program filessteamsteamappsvampir17 eam fortress 2 fmaterials
Loading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.vmf
Patching WVT material: maps/cp_nordost/nature/blendrockground001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.prt...Building visibility clusters...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (15720 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 55 texinfos to 28
Reduced 10 texdatas to 10 (257 bytes to 257)
Writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
3 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsvampir17sourcesdkinorangeboxinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost"

Valve Software - vvis.exe (Mar 5 2009)
2 threads
reading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
reading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.prt
220 portalclusters
538 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 21 visible clusters (0.00%)
Total clusters visible: 35079
Average clusters visible: 159
Building PAS...
Average clusters audible: 219
visdatasize:14029 compressed from 14080
writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsvampir17sourcesdkinorangeboxinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost"

Valve Software - vrad.exe SSE (Mar 5 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
Setting up ray-trace acceleration structure... Done (1.07 seconds)
977 faces
1045880 square feet [150606784.00 square inches]
12 Displacements
769632 Square Feet [110827144.00 Square Inches]
977 patches before subdivision
52431 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 3279978, max 468
transfer lists: 25.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0586 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (16)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 40/8192 480/98304 ( 0.5%)
brushsides 242/65536 1936/524288 ( 0.4%)
planes 198/65536 3960/1310720 ( 0.3%)
vertexes 1453/65536 17436/786432 ( 2.2%)
nodes 549/65536 17568/2097152 ( 0.8%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 256002/0 256002/0 ( 0.0%)
faces 977/65536 54712/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 173/65536 9688/3670016 ( 0.3%)
leaves 552/65536 17664/2097152 ( 0.8%)
leaffaces 1027/65536 2054/131072 ( 1.6%)
leafbrushes 595/65536 1190/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5256/512000 21024/2048000 ( 1.0%)
edges 2719/256000 10876/1024000 ( 1.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 102/32768 1020/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1329/65536 2658/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3260756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14029/16777216 ( 0.1%)
entdata [variable] 467/393216 ( 0.1%)
LDR ambient table 552/65536 2208/262144 ( 0.8%)
HDR ambient table 552/65536 2208/262144 ( 0.8%)
LDR leaf ambient 226/65536 6328/1835008 ( 0.3%)
HDR leaf ambient 552/65536 15456/1835008 ( 0.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 106117/0 ( 0.0%)
physics [variable] 15720/4194304 ( 0.4%)
physics terrain [variable] 4786/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 2610
Writing c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp
42 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsvampir17sourcesdk_content fmapsrccp_nordost.bsp" "c:program filessteamsteamappsvampir17 eam fortress 2 fmapscp_nordost.bsp"


** Executing...
** Command: "c:program filessteamsteamappsvampir17 eam fortress 2hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:program filessteamsteamappsvampir17 eam fortress 2 f" +map "cp_nordost"[/spoiler]
Изображение
Браш надо покрывать текстурой 3DSkybox, а эту текстуру sky_dustbowl_01_hdrft
(или любую другую) указывать в Map-Map properties и там поле sky texture

Аватара пользователя
Vampire17
Лейтенант
Лейтенант
Сообщения: 145
Зарегистрирован: 08.08.2008
Откуда: Краснодарский край
Благодарил (а): 2 раза
Контактная информация:

#546 Сообщение 19.05.2009, 12:56

E&K
Backbreaker
Спасибо, Вы мне здорово помогли :Yahoo!:
BMW Motorsport

Optima
VIP
VIP
Сообщения: 2337
Зарегистрирован: 11.01.2008
Поблагодарили: 1 раз
Контактная информация:

#547 Сообщение 19.05.2009, 13:06

Что не так?
** Executing...
** Command: "d:stmsteamappscommonleft 4 deadinvbsp.exe"
** Parameters: -game "d:stmsteamappscommonleft 4 deadleft4dead" "D:devound"

Valve Software - vbsp.exe (May 6 2009)
2 threads
materialPath: d:stmsteamappscommonleft 4 deadleft4deadmaterials
Loading D:devound.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...Bad detail brush side


** Executing...
** Command: "d:stmsteamappscommonleft 4 deadinvvis.exe"
** Parameters: -game "d:stmsteamappscommonleft 4 deadleft4dead" "D:devound"

Valve Software - vvis.exe (May 6 2009)
2 threads
reading d:devound.bsp
Error opening d:devound.bsp

** Executing...
** Command: "d:stmsteamappscommonleft 4 deadinvrad.exe"
** Parameters: -game "d:stmsteamappscommonleft 4 deadleft4dead" "D:devound"

Valve Software - vrad.exe SSE (May 6 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading d:devound.bsp
Error opening d:devound.bsp

** Executing...
** Command: Copy File
** Parameters: "D:devound.bsp" "d:stmsteamappscommonleft 4 deadleft4deadmapsound.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

Аватара пользователя
1nquIz
Полковник
Полковник
Сообщения: 5022
Зарегистрирован: 22.05.2008
Откуда: Lemberg, UA
Поблагодарили: 9 раз

#548 Сообщение 19.05.2009, 13:08

Optima писал(а): Find Visible Detail Sides...Bad detail brush side
ну ты понел

find visible detail sides...bad detail brush side

Description:
The cause for this error is using multiple (incompatible) tool-textures on the same brush, or so it seems.
Apart from HINT and SKIP there aren't much combination of tool-textures allowed on the same brush, so any other combination is a possible cause. Tool-textures are the 'tools/' textures you can find using the texture browser in Hammer, and that have a special meaning.

Solution:
You will need to find the brush(es) with these tool-textures and replace those textures. The easiest way to find the source of the error is to hide all visgroups except for the visgroups which are for tools textures and then just look around the map in 3d textured mode.
[txtspoil]:3[/txtspoil]

Optima
VIP
VIP
Сообщения: 2337
Зарегистрирован: 11.01.2008
Поблагодарили: 1 раз
Контактная информация:

#549 Сообщение 19.05.2009, 13:12

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3207.5 1024.0 120.5)
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 (3719.5 1024.0 120.5)
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 (3584.0 2048.0 120.5)
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 (4096.0 1536.0 120.5)
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 (2560.0 1024.0 120.5)
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 1536.0 120.5)
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 2048.0 120.5)
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:

Аватара пользователя
E&K
Капитан
Капитан
Сообщения: 259
Зарегистрирован: 07.07.2008
Откуда: РБ. Осиповичи
Контактная информация:

#550 Сообщение 19.05.2009, 14:42

Optima писал(а):
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3207.5 1024.0 120.5)
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 (3719.5 1024.0 120.5)
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 (3584.0 2048.0 120.5)
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 (4096.0 1536.0 120.5)
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 (2560.0 1024.0 120.5)
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 1536.0 120.5)
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 2048.0 120.5)
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:
leak дырка де-то. Мap-Load point file и красная линия укажет на дыру.

Crush
Полковник
Полковник
Сообщения: 1579
Зарегистрирован: 15.07.2008
Откуда: königsberg
Благодарил (а): 4 раза
Поблагодарили: 3 раза
Контактная информация:

#551 Сообщение 19.05.2009, 14:59

E&K
где ты тут лик видишь?

Аватара пользователя
E&K
Капитан
Капитан
Сообщения: 259
Зарегистрирован: 07.07.2008
Откуда: РБ. Осиповичи
Контактная информация:

#552 Сообщение 19.05.2009, 15:09

Crush писал(а):E&K
где ты тут лик видишь?
Такие ошибки из-за лика сыплются.

proplayer666
Маппер
Маппер
Сообщения: 1748
Зарегистрирован: 18.02.2008
Откуда: <удалено>

#553 Сообщение 19.05.2009, 15:49

бываете еще и при пересечении брашей...
Завязываю с играми
Мну в Xbox LIVE
Изображение
Изображение
Изображение

Аватара пользователя
Buddy
Сержант
Сержант
Сообщения: 99
Зарегистрирован: 14.07.2008

#554 Сообщение 19.05.2009, 18:46

вот в картах бывают вещи типа столов стульев, и я слышал про фильтр.. А где он? И ещё:
есть туторы по такой теме, как создание сейф румов и где найти радио, на которое выжившие нажимают и идёт орда?

Добавлено спустя 1 минуту 39 секунд:
забыл:как ночное небо-то делать?

Optima
VIP
VIP
Сообщения: 2337
Зарегистрирован: 11.01.2008
Поблагодарили: 1 раз
Контактная информация:

#555 Сообщение 19.05.2009, 18:54

Эти лики показуют на ентитии и пропы, мне их все прийдется удалять?

Ответить Вложения 35