cp_DieHard_x3

Готово? 100%? Хотите поведать миру? Вам сюда.
Ответить
Сообщение
Автор
6opoDuJIo
Сержант
Сержант
Сообщения: 62
Зарегистрирован: 24.12.2008

#1 Сообщение 09.04.2010, 13:04

Игра: Team Fortress 2
Автор: Я :D
Размер:128 килобайт :crazy:
Описание: красной команде необходимо захватить единственную контрольную точку синих, однако карта создана так чтобы красным было тяжело штурмовать такую базу. Время на подготовку - 2 минуты. Время которое синие будут отбиватся от красных - 20 минут.
Счастливый инженер синих может создать адскую вагонетку :D , построив пушку на вагонетке которая ездит по путям,стоящих на ящиках,но строить можно только в центре этой вагонетки.на вагонетке спокойно умещаются раздатчик и пушка:crazy: .также можно строить на путях. Инженеры красных тоже могут строить перед выходом с респа чтобы убивать тех,кто блокирует захват точки или попытатся разрушить пушки стоящие прямо под выходом с респа. Для облегчения захвата на точке есть 4 больших аптечки а также по углам и бортам раскиданы ящики с патронами которые также могут быть использованы спаями чтобы пополнить заряд своих часиков)
скриншоты
ИзображениеИзображениеИзображениеИзображениеИзображение
ИзображениеИзображениеИзображениеИзображениеИзображение
ИзображениеИзображениеИзображениеИзображениеИзображение
архив- https://slil.ru/28932149
установка - просто скопировать в папку с игрой
sentry farm
a massive sentry farm I built.
http://www.youtube.com/watch?v=0RCT5xEV ... re=related
HOW
For this, you need to add and edit a file objects.txt. It's simply a plaintext file in team fortress 2 content.gcf. Use gcfscape to open it , and go to the path root\tf\scripts. Copy objects.txt to \your_steam_login_name\team fortress 2\tf\scripts, and open in notepad. Go ahead and edit the values, then simple save it and run the game. if you want to build more than one thing at once as an engineer, you will need to use a bind to run an appropriate build command:
bind "MOUSE5" +extra
alias +extra "build x"
alias -extra "+attack;wait 5;-attack"
'x'-a number for sentrys (3), dispensers(0), entrys(1), or exits(2)

OutFace
Майор
Майор
Сообщения: 773
Зарегистрирован: 28.01.2009
Поблагодарили: 1 раз

#2 Сообщение 09.04.2010, 14:48

6opoDuJIo
Омфг, vrad'ом не компилили что ли?

6opoDuJIo
Сержант
Сержант
Сообщения: 62
Зарегистрирован: 24.12.2008

#3 Сообщение 09.04.2010, 14:54

у меня чтото с сдк, VRAD отказывается работать.компилил просто комнату с источником освещения на стене,никакой реации
sentry farm
a massive sentry farm I built.
http://www.youtube.com/watch?v=0RCT5xEV ... re=related
HOW
For this, you need to add and edit a file objects.txt. It's simply a plaintext file in team fortress 2 content.gcf. Use gcfscape to open it , and go to the path root\tf\scripts. Copy objects.txt to \your_steam_login_name\team fortress 2\tf\scripts, and open in notepad. Go ahead and edit the values, then simple save it and run the game. if you want to build more than one thing at once as an engineer, you will need to use a bind to run an appropriate build command:
bind "MOUSE5" +extra
alias +extra "build x"
alias -extra "+attack;wait 5;-attack"
'x'-a number for sentrys (3), dispensers(0), entrys(1), or exits(2)

OutFace
Майор
Майор
Сообщения: 773
Зарегистрирован: 28.01.2009
Поблагодарили: 1 раз

#4 Сообщение 09.04.2010, 15:41

6opoDuJIo
Лики, лики..

6opoDuJIo
Сержант
Сержант
Сообщения: 62
Зарегистрирован: 24.12.2008

#5 Сообщение 09.04.2010, 15:48

ликов нету, даже загонял карту в hollow-куб
на этой карте VRAD просто падает на 5 или 6
sentry farm
a massive sentry farm I built.
http://www.youtube.com/watch?v=0RCT5xEV ... re=related
HOW
For this, you need to add and edit a file objects.txt. It's simply a plaintext file in team fortress 2 content.gcf. Use gcfscape to open it , and go to the path root\tf\scripts. Copy objects.txt to \your_steam_login_name\team fortress 2\tf\scripts, and open in notepad. Go ahead and edit the values, then simple save it and run the game. if you want to build more than one thing at once as an engineer, you will need to use a bind to run an appropriate build command:
bind "MOUSE5" +extra
alias +extra "build x"
alias -extra "+attack;wait 5;-attack"
'x'-a number for sentrys (3), dispensers(0), entrys(1), or exits(2)

OutFace
Майор
Майор
Сообщения: 773
Зарегистрирован: 28.01.2009
Поблагодарили: 1 раз

#6 Сообщение 09.04.2010, 16:41

6opoDuJIo
Лог компиляции в студию.

Аватара пользователя
us.hell
Сержант
Сержант
Сообщения: 87
Зарегистрирован: 06.04.2010
Откуда: longwaysource.com
Контактная информация:

#7 Сообщение 09.04.2010, 21:50

Сектор LEAK на барабане :-D Да, посмотреть бы на ЛОГ :)
Изображение

6opoDuJIo
Сержант
Сержант
Сообщения: 62
Зарегистрирован: 24.12.2008

#8 Сообщение 10.04.2010, 04:52

проблема вроде решена :D
VRAD выпадал по причине входяших друг в друга брашей
после компиляции скажу точнее
-------------------------------------------------
скомпилил...получил картину "негры ночью грузят уголь" по всей карте
поменял расположение освещения и получил очередную серию выпадов VRAD
компилил и FAST и NORMAL(с HDR и без него)
лог последнего билда(FAST VIS и FAST VRAD, без HDR)
чёртов билдлог
materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Can't load skybox file skybox/sky_day01_01 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) (23198 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 154 texinfos to 89
Reduced 14 texdatas to 11 (448 bytes to 301)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
0 seconds elapsed



2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt
254 portalclusters
677 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 2060 visible clusters (0.00%)
Total clusters visible: 38648
Average clusters visible: 152
Building PAS...
Average clusters audible: 249
visdatasize:18861 compressed from 16256
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4102 faces
522892 square feet [75296512.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4102 patches before subdivision
425198 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 137140411, max 1730
transfer lists: 1046.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.5968 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 436/65536 8720/1310720 ( 0.7%)
vertexes 5180/65536 62160/786432 ( 7.9%)
nodes 617/65536 19744/2097152 ( 0.9%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 11/2048 352/65536 ( 0.5%)
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 4102/65536 229712/3670016 ( 6.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 160/65536 8960/3670016 ( 0.2%)
leaves 635/65536 20320/2097152 ( 1.0%)
leaffaces 6848/65536 13696/131072 (10.4%)
leafbrushes 296/65536 592/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18207/512000 72828/2048000 ( 3.6%)
edges 9440/256000 37760/1024000 ( 3.7%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 73/32768 730/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1266/65536 2532/131072 ( 1.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27247008/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 18861/16777216 ( 0.1%)
entdata [variable] 24490/393216 ( 6.2%)
LDR ambient table 635/65536 2540/262144 ( 1.0%)
HDR ambient table 635/65536 2540/262144 ( 1.0%)
LDR leaf ambient 357/65536 9996/1835008 ( 0.5%)
HDR leaf ambient 635/65536 17780/1835008 ( 1.0%)
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] 1/9356 ( 0.0%)
pakfile [variable] 882/0 ( 0.0%)
physics [variable] 23198/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9367
Writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4 minutes, 12 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4102 faces
522892 square feet [75296512.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4102 patches before subdivision



materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Can't load skybox file skybox/sky_day01_01 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) (23198 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 154 texinfos to 89
Reduced 14 texdatas to 11 (448 bytes to 301)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
2 seconds elapsed



2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt
254 portalclusters
677 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 2060 visible clusters (0.00%)
Total clusters visible: 38648
Average clusters visible: 152
Building PAS...
Average clusters audible: 249
visdatasize:18861 compressed from 16256
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4102 faces
522892 square feet [75296512.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4102 patches before subdivision
425198 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 137140411, max 1730
transfer lists: 1046.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.4417 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 436/65536 8720/1310720 ( 0.7%)
vertexes 5180/65536 62160/786432 ( 7.9%)
nodes 617/65536 19744/2097152 ( 0.9%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 11/2048 352/65536 ( 0.5%)
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 4102/65536 229712/3670016 ( 6.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 160/65536 8960/3670016 ( 0.2%)
leaves 635/65536 20320/2097152 ( 1.0%)
leaffaces 6848/65536 13696/131072 (10.4%)
leafbrushes 296/65536 592/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18207/512000 72828/2048000 ( 3.6%)
edges 9440/256000 37760/1024000 ( 3.7%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 73/32768 730/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1266/65536 2532/131072 ( 1.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27247008/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 18861/16777216 ( 0.1%)
entdata [variable] 24490/393216 ( 6.2%)
LDR ambient table 635/65536 2540/262144 ( 1.0%)
HDR ambient table 635/65536 2540/262144 ( 1.0%)
LDR leaf ambient 357/65536 9996/1835008 ( 0.5%)
HDR leaf ambient 635/65536 17780/1835008 ( 1.0%)
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] 1/9356 ( 0.0%)
pakfile [variable] 882/0 ( 0.0%)
physics [variable] 23198/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9367
Writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4 minutes, 7 seconds elapsed



materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Can't load skybox file skybox/sky_day01_01 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) (23198 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 154 texinfos to 89
Reduced 14 texdatas to 11 (412 bytes to 289)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
0 seconds elapsed



2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt
254 portalclusters
677 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 303 visible clusters (0.00%)
Total clusters visible: 21883
Average clusters visible: 86
Building PAS...
Average clusters audible: 184
visdatasize:19583 compressed from 16256
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
1 second elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4102 faces
522892 square feet [75296512.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4102 patches before subdivision
425198 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 137140411, max 1730
transfer lists: 1046.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.6787 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 436/65536 8720/1310720 ( 0.7%)
vertexes 5180/65536 62160/786432 ( 7.9%)
nodes 617/65536 19744/2097152 ( 0.9%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 11/2048 352/65536 ( 0.5%)
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 4102/65536 229712/3670016 ( 6.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 160/65536 8960/3670016 ( 0.2%)
leaves 635/65536 20320/2097152 ( 1.0%)
leaffaces 6848/65536 13696/131072 (10.4%)
leafbrushes 296/65536 592/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18207/512000 72828/2048000 ( 3.6%)
edges 9440/256000 37760/1024000 ( 3.7%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 73/32768 730/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1266/65536 2532/131072 ( 1.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27247008/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 19583/16777216 ( 0.1%)
entdata [variable] 24493/393216 ( 6.2%)
LDR ambient table 635/65536 2540/262144 ( 1.0%)
HDR ambient table 635/65536 2540/262144 ( 1.0%)
LDR leaf ambient 357/65536 9996/1835008 ( 0.5%)
HDR leaf ambient 635/65536 17780/1835008 ( 1.0%)
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] 1/9356 ( 0.0%)
pakfile [variable] 810/0 ( 0.0%)
physics [variable] 23198/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9367
Writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
3 minutes, 50 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4102 faces
522892 square feet [75296512.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4102 patches before subdivision



materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Can't load skybox file skybox/sky_day01_01 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) (23198 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 154 texinfos to 89
Reduced 14 texdatas to 11 (412 bytes to 289)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
1 second elapsed



2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt
254 portalclusters
677 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 303 visible clusters (0.00%)
Total clusters visible: 21883
Average clusters visible: 86
Building PAS...
Average clusters audible: 184
visdatasize:19583 compressed from 16256
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
1 second elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4102 faces
522892 square feet [75296512.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4102 patches before subdivision
425198 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 137140411, max 1730
transfer lists: 1046.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.4873 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 436/65536 8720/1310720 ( 0.7%)
vertexes 5180/65536 62160/786432 ( 7.9%)
nodes 617/65536 19744/2097152 ( 0.9%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 11/2048 352/65536 ( 0.5%)
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 4102/65536 229712/3670016 ( 6.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 160/65536 8960/3670016 ( 0.2%)
leaves 635/65536 20320/2097152 ( 1.0%)
leaffaces 6848/65536 13696/131072 (10.4%)
leafbrushes 296/65536 592/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18207/512000 72828/2048000 ( 3.6%)
edges 9440/256000 37760/1024000 ( 3.7%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 73/32768 730/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1266/65536 2532/131072 ( 1.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27247008/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 19583/16777216 ( 0.1%)
entdata [variable] 24493/393216 ( 6.2%)
LDR ambient table 635/65536 2540/262144 ( 1.0%)
HDR ambient table 635/65536 2540/262144 ( 1.0%)
LDR leaf ambient 357/65536 9996/1835008 ( 0.5%)
HDR leaf ambient 635/65536 17780/1835008 ( 1.0%)
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] 1/9356 ( 0.0%)
pakfile [variable] 810/0 ( 0.0%)
physics [variable] 23198/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9367
Writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
3 minutes, 42 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4102 faces
522892 square feet [75296512.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4102 patches before subdivision



materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Can't load skybox file skybox/sky_day01_01 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) (23198 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 154 texinfos to 90
Reduced 13 texdatas to 11 (328 bytes to 256)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
1 second elapsed



2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt
254 portalclusters
669 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 303 visible clusters (0.00%)
Total clusters visible: 21887
Average clusters visible: 86
Building PAS...
Average clusters audible: 184
visdatasize:19581 compressed from 16256
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
1 second elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4855 faces
581792 square feet [83778136.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4855 patches before subdivision
502369 patches after subdivision
4 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7..


materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Can't load skybox file skybox/sky_day01_01 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) (22561 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 148 texinfos to 88
Reduced 10 texdatas to 9 (234 bytes to 208)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
1 second elapsed



2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.prt
232 portalclusters
618 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1588 visible clusters (0.00%)
Total clusters visible: 32138
Average clusters visible: 138
Building PAS...
Average clusters audible: 229
visdatasize:15898 compressed from 14848
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3.bsp
4703 faces
542158 square feet [78070808.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4703 patches before subdivision
498933 patches after subdivision
4 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...
sentry farm
a massive sentry farm I built.
http://www.youtube.com/watch?v=0RCT5xEV ... re=related
HOW
For this, you need to add and edit a file objects.txt. It's simply a plaintext file in team fortress 2 content.gcf. Use gcfscape to open it , and go to the path root\tf\scripts. Copy objects.txt to \your_steam_login_name\team fortress 2\tf\scripts, and open in notepad. Go ahead and edit the values, then simple save it and run the game. if you want to build more than one thing at once as an engineer, you will need to use a bind to run an appropriate build command:
bind "MOUSE5" +extra
alias +extra "build x"
alias -extra "+attack;wait 5;-attack"
'x'-a number for sentrys (3), dispensers(0), entrys(1), or exits(2)

6opoDuJIo
Сержант
Сержант
Сообщения: 62
Зарегистрирован: 24.12.2008

#9 Сообщение 29.04.2010, 01:16

обновление до версии x3a теперь тут
всё также без VRAD :D
изменения относительно _x3:
второй этаж теперь больше,но труднее на него залезть
добавлен туннель с входом с респа красных и выходами на углах
раздающий лучь теперь выходит из двух труб двойной вагонетки а не из одной как было раньше
точка теперь находится под водой,аптечки тамже
sentry farm
a massive sentry farm I built.
http://www.youtube.com/watch?v=0RCT5xEV ... re=related
HOW
For this, you need to add and edit a file objects.txt. It's simply a plaintext file in team fortress 2 content.gcf. Use gcfscape to open it , and go to the path root\tf\scripts. Copy objects.txt to \your_steam_login_name\team fortress 2\tf\scripts, and open in notepad. Go ahead and edit the values, then simple save it and run the game. if you want to build more than one thing at once as an engineer, you will need to use a bind to run an appropriate build command:
bind "MOUSE5" +extra
alias +extra "build x"
alias -extra "+attack;wait 5;-attack"
'x'-a number for sentrys (3), dispensers(0), entrys(1), or exits(2)

Ответить