Я НОВИЧОКЪ! или вопросы по МАППИНГУ
- Backbreaker
- Маппер

- Сообщения: 1184
- Зарегистрирован: 27.12.2007
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?
Есть служебная текстура toolsskybox она отвечает за отображение неба на карте.
Или ты хочешь понять как создавать развертку неба из текстур?

- Backbreaker
- Маппер

- Сообщения: 1184
- Зарегистрирован: 27.12.2007
В общем вот развертка



- Vampire17
- Лейтенант

- Сообщения: 145
- Зарегистрирован: 08.08.2008
- Откуда: Краснодарский край
- Благодарил (а): 2 раза
- Контактная информация:
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]

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]

BMW Motorsport
Браш надо покрывать текстурой 3DSkybox, а эту текстуру sky_dustbowl_01_hdrftVampire17 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]
(или любую другую) указывать в Map-Map properties и там поле sky texture
Что не так?

- 1nquIz
- Полковник

- Сообщения: 5022
- Зарегистрирован: 22.05.2008
- Откуда: Lemberg, UA
- Поблагодарили: 9 раз
ну ты понелOptima писал(а): Find Visible Detail Sides...Bad detail brush side
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]
leak дырка де-то. Мap-Load point file и красная линия укажет на дыру.Optima писал(а):
-
proplayer666
- Маппер

- Сообщения: 1748
- Зарегистрирован: 18.02.2008
- Откуда: <удалено>
бываете еще и при пересечении брашей...
Завязываю с играми
Мну в Xbox LIVE




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



