Проблема с водой
- servicepack2
- Маппер
- Сообщения: 217
- Зарегистрирован: 11.01.2008
- Откуда: Москва
- Контактная информация:
** Executing...
** Command: "d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf" "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube"
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf\materials
Loading D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.vmf
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 (-1051.43 566.76 1175.43) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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 (0) (16443 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 85 texinfos to 62
Reduced 14 texdatas to 12 (408 bytes to 305)
Writing D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
0 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf" "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube"
Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
reading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.prt
LoadPortals: couldn't read d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.prt
** Executing...
** Command: "d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf" "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.04 seconds)
377 faces
287656 square feet [41422556.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.173648
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0054 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 41/8192 492/98304 ( 0.5%)
brushsides 246/65536 1968/524288 ( 0.4%)
planes 160/65536 3200/1310720 ( 0.2%)
vertexes 513/65536 6156/786432 ( 0.8%)
nodes 296/65536 9472/2097152 ( 0.5%)
texinfos 62/12288 4464/884736 ( 0.5%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 377/65536 21112/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 169/65536 9464/3670016 ( 0.3%)
leaves 306/65536 9792/2097152 ( 0.5%)
leaffaces 399/65536 798/131072 ( 0.6%)
leafbrushes 111/65536 222/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2390/512000 9560/2048000 ( 0.5%)
edges 1269/256000 5076/1024000 ( 0.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 279/65536 558/131072 ( 0.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 352008/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 27142/393216 ( 6.9%)
LDR ambient table 306/65536 1224/262144 ( 0.5%)
HDR ambient table 306/65536 1224/262144 ( 0.5%)
LDR leaf ambient 1931/65536 54068/1835008 ( 2.9%)
HDR leaf ambient 306/65536 8568/1835008 ( 0.5%)
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] 1/12 ( 8.3%)
pakfile [variable] 833/0 ( 0.0%)
physics [variable] 16443/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 960
Writing d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
12 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.04 seconds)
377 faces
287656 square feet [41422556.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.173648
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 41/8192 492/98304 ( 0.5%)
brushsides 246/65536 1968/524288 ( 0.4%)
planes 160/65536 3200/1310720 ( 0.2%)
vertexes 513/65536 6156/786432 ( 0.8%)
nodes 296/65536 9472/2097152 ( 0.5%)
texinfos 62/12288 4464/884736 ( 0.5%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 377/65536 21112/3670016 ( 0.6%)
hdr faces 377/65536 21112/3670016 ( 0.6%)
origfaces 169/65536 9464/3670016 ( 0.3%)
leaves 306/65536 9792/2097152 ( 0.5%)
leaffaces 399/65536 798/131072 ( 0.6%)
leafbrushes 111/65536 222/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2390/512000 9560/2048000 ( 0.5%)
edges 1269/256000 5076/1024000 ( 0.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 279/65536 558/131072 ( 0.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 352008/0 ( 0.0%)
HDR lightdata [variable] 352008/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 27142/393216 ( 6.9%)
LDR ambient table 306/65536 1224/262144 ( 0.5%)
HDR ambient table 306/65536 1224/262144 ( 0.5%)
LDR leaf ambient 1931/65536 54068/1835008 ( 2.9%)
HDR leaf ambient 1931/65536 54068/1835008 ( 2.9%)
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] 833/0 ( 0.0%)
physics [variable] 16443/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 960
Writing d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
17 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp" "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf\maps\tf_achievements_cube.bsp"
** Command: "d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf" "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube"
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf\materials
Loading D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.vmf
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 (-1051.43 566.76 1175.43) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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 (0) (16443 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 85 texinfos to 62
Reduced 14 texdatas to 12 (408 bytes to 305)
Writing D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
0 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf" "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube"
Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
reading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.prt
LoadPortals: couldn't read d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.prt
** Executing...
** Command: "d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf" "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.04 seconds)
377 faces
287656 square feet [41422556.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.173648
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0054 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 41/8192 492/98304 ( 0.5%)
brushsides 246/65536 1968/524288 ( 0.4%)
planes 160/65536 3200/1310720 ( 0.2%)
vertexes 513/65536 6156/786432 ( 0.8%)
nodes 296/65536 9472/2097152 ( 0.5%)
texinfos 62/12288 4464/884736 ( 0.5%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 377/65536 21112/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 169/65536 9464/3670016 ( 0.3%)
leaves 306/65536 9792/2097152 ( 0.5%)
leaffaces 399/65536 798/131072 ( 0.6%)
leafbrushes 111/65536 222/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2390/512000 9560/2048000 ( 0.5%)
edges 1269/256000 5076/1024000 ( 0.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 279/65536 558/131072 ( 0.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 352008/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 27142/393216 ( 6.9%)
LDR ambient table 306/65536 1224/262144 ( 0.5%)
HDR ambient table 306/65536 1224/262144 ( 0.5%)
LDR leaf ambient 1931/65536 54068/1835008 ( 2.9%)
HDR leaf ambient 306/65536 8568/1835008 ( 0.5%)
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] 1/12 ( 8.3%)
pakfile [variable] 833/0 ( 0.0%)
physics [variable] 16443/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 960
Writing d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
12 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.04 seconds)
377 faces
287656 square feet [41422556.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.173648
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 41/8192 492/98304 ( 0.5%)
brushsides 246/65536 1968/524288 ( 0.4%)
planes 160/65536 3200/1310720 ( 0.2%)
vertexes 513/65536 6156/786432 ( 0.8%)
nodes 296/65536 9472/2097152 ( 0.5%)
texinfos 62/12288 4464/884736 ( 0.5%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 377/65536 21112/3670016 ( 0.6%)
hdr faces 377/65536 21112/3670016 ( 0.6%)
origfaces 169/65536 9464/3670016 ( 0.3%)
leaves 306/65536 9792/2097152 ( 0.5%)
leaffaces 399/65536 798/131072 ( 0.6%)
leafbrushes 111/65536 222/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2390/512000 9560/2048000 ( 0.5%)
edges 1269/256000 5076/1024000 ( 0.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 279/65536 558/131072 ( 0.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 352008/0 ( 0.0%)
HDR lightdata [variable] 352008/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 27142/393216 ( 6.9%)
LDR ambient table 306/65536 1224/262144 ( 0.5%)
HDR ambient table 306/65536 1224/262144 ( 0.5%)
LDR leaf ambient 1931/65536 54068/1835008 ( 2.9%)
HDR leaf ambient 1931/65536 54068/1835008 ( 2.9%)
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] 833/0 ( 0.0%)
physics [variable] 16443/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 960
Writing d:\games\steam\steamapps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp
17 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\Steam\SteamApps\wolltihrdasbettinflammen\sourcesdk_content\tf\mapsrc\tf_achievements_cube.bsp" "d:\games\steam\steamapps\wolltihrdasbettinflammen\team fortress 2\tf\maps\tf_achievements_cube.bsp"
- 1nquIz
- Полковник
- Сообщения: 5022
- Зарегистрирован: 22.05.2008
- Откуда: Lemberg, UA
- Поблагодарили: 9 раз
дырка возле light_environment или он ща пределами карты. Ищи и латай лик.ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (-1051.43 566.76 1175.43) leaked!
[txtspoil]:3[/txtspoil]
- 1nquIz
- Полковник
- Сообщения: 5022
- Зарегистрирован: 22.05.2008
- Откуда: Lemberg, UA
- Поблагодарили: 9 раз
да щас ошибка лика какая-то незаметная такая...
в голдсорсе помницца, компилишь - "LEAK LEAK LEAK" на пол екрана и компилятор часто вылетал на этом. Хочешь - не хочешь, а лик искать будешь :D
в голдсорсе помницца, компилишь - "LEAK LEAK LEAK" на пол екрана и компилятор часто вылетал на этом. Хочешь - не хочешь, а лик искать будешь :D
[txtspoil]:3[/txtspoil]
- servicepack2
- Маппер
- Сообщения: 217
- Зарегистрирован: 11.01.2008
- Откуда: Москва
- Контактная информация:
Всё, исправил) Скоро залью на банан :D Потом куда писать ссылку? В мои предыдущие мапы? Или новую тему создать?
- servicepack2
- Маппер
- Сообщения: 217
- Зарегистрирован: 11.01.2008
- Откуда: Москва
- Контактная информация:
Всё, залил! В соседней моей теме :D
- Snooker-Fan
- Лейтенант
- Сообщения: 249
- Зарегистрирован: 11.05.2008
У меня такая же проблема. Появляется красная кривая линия. И что дальше делать?
::My Singnature::
OMG!
- zerg_spb
- Маппер
- Сообщения: 823
- Зарегистрирован: 11.06.2006
- Благодарил (а): 1 раз
- Поблагодарили: 32 раза
- Контактная информация:
Карта должна быть плотно "закупорена", все пограничные браши должны располагаться вдоль линий и впритык стыковаться друг с другом. Если карта негерметична, то возникает утечка - leak, а в логе компиляции появляется надпись leaked!.... Найти дыру в вакуум очень легко - надо зайти в меню map и выбрать пункт load pointfileSnooker-Fan писал(а):У меня такая же проблема. Появляется красная кривая линия. И что дальше делать?
После этого на карте увидим тонкую красную линию, она прямиком укажет на источник leak`а.
Все пограничные браши, ограждающие карту, должны быть простыми, не энтити-брашами. Может быть и так, что маппер случайно подвесил и забыл за пределами карты какую-нибудь энтитю.
- Вложения
-
- 9wFiWrjIFb.gif (106.21 КБ) 802 просмотра
- 9wFiWrjIFb.gif (106.21 КБ) 802 просмотра
- Snooker-Fan
- Лейтенант
- Сообщения: 249
- Зарегистрирован: 11.05.2008
когда я нажимаю load point file вылазиет табличка где надо открыть фаил .pts
или .lin
или .lin
::My Singnature::
OMG!
Если вылазит менюшка выбора файла значит ликов нет
MawR сделал свое дело, MawR может уходить (С)перто...
- Snooker-Fan
- Лейтенант
- Сообщения: 249
- Зарегистрирован: 11.05.2008
Ну я и лошара... Skybox не существующий поставил...
::My Singnature::
OMG!