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?
- 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.
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- 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
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... 

