Faire explozé porte avec bouton - faire mur invisible infranchissable


pyromancorp

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Posté(e)

j aurai pas trop de light, c grave ?

qrad.exe v 1.5 (Apr 6 2000)

----- Radiosity ----

1 threads

[Reading texlights from 'D:\PROGRA~1\VALVEH~1\tools\lights.rad']

[1 texlights parsed from 'D:\PROGRA~1\VALVEH~1\tools\lights.rad']

No vis information, direct lighting only.

16077 faces

505680 square feet [72817952.00 square inches]

46385 patches after subdivision

50 direct lights

BuildFacelights: 0...1...2...3...4...WARNING: Too many direct light styles on a face(-656.000000,1664.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1648.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1712.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1696.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1680.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1664.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1648.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1664.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1648.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1712.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1696.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1680.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1664.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1648.000000,33.000000)

5...6...7...8...9... (70)

FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 143/400 9152/25600 (35.8%)

planes 16728/32767 334560/655340 (51.1%)

vertexes 21795/65535 261540/786420 (33.3%)

nodes 7965/32767 191160/786408 (24.3%)

texinfos 1762/8192 70480/327680 (21.5%)

faces 16077/65535 321540/1310700 (24.5%)

clipnodes 17015/32767 136120/262136 (51.9%)

leaves 5207/8192 145796/229376 (63.6%)

marksurfaces 20927/65535 41854/131070 (31.9%)

surfedges 76188/512000 304752/2048000 (14.9%)

edges 39914/256000 159656/1024000 (15.6%)

texdata [variable] 6296/2097152 ( 0.3%)

lightdata [variable] 1905717/2097152 (90.9%)VERY FULL!

visdata [variable] 0/2097152 ( 0.0%)

entdata [variable] 24601/131072 (18.8%)

=== Total BSP file data space used: 3913224 bytes ===

72 seconds elapsed

Posté(e)
[g]WARNING: Too many direct light styles on a face(-656.000000,1648.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1712.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1696.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1680.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1664.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1648.000000,-95.000000)

WARNING: Too many direct light styles on a face(-656.000000,1664.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1648.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1712.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1696.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1680.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1664.000000,33.000000)

WARNING: Too many direct light styles on a face(-656.000000,1648.000000,33.000000)[/g]

Ba, je pense que c'est grave, oui, mais j'ai trouver ton bonheur :) :

[citation=3344,1][nom]Bomber-Marc a écrit:[/nom]

[#ff0e00]ERREUR[/#ff0e00]:

"Too Many Light styles on a face"

[#ff1c00]LOCALISATION DE L'ERREUR[/#ff1c00]:

Lors de la compilation.

[#0000ff]PROBLEME[/#0000ff]:

Dans votre map, il y a un endroit où il y a trop de lumières ("light").

[#38ff00]SOLUTION: [/#38ff00]

Ben supprimer plusieurs lumières, ca devrait arranger les choses

[/citation]

Voila ;)

PS: regarde avant dans le topic éreure de compile ;)

Posté(e)

enfaite j ai fait sans le clip je l avais suprimé et ca buguais plus.

encore 2ou3 petite question :

- j ai tous les paramtre en normal dans la fenetre de compil est pourtant quand je lance le jeu les lumiere sont toute a fond, ya pas d ombre :(

- je voudrai savoir comment suprimé des points quand on utilise vertex tools.

- comment faire pour mettre une description a la map ?

merci d avance ++

voici le log de compil au cas ou :

[cpp]

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (merlinis@bigpond.net.au)

----- BEGIN hlcsg -----

Command line: D:\HALF-L~1\ZHLT25~1\hlcsg.exe f:\doc\map_cs\cs_loft_attack

Entering f:\doc\map_cs\cs_loft_attack.map

Current hlcsg Settings

Name | Setting | Default

---------------------|-----------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ off ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]

null texture stripping[ on ] [ on ]

clipnode economy mode [ on ] [ on ]

onlyents [ off ] [ off ]

wadtextures [ on ] [ on ]

skyclip [ on ] [ on ]

hullfile [ None ] [ None ]

min surface area [ 0.500 ] [ 0.500 ]

brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration

Wadinclude list :

[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls

CreateBrush:

(28.75 seconds)

SetModelCenters:

(0.00 seconds)

CSGBrush:

(11.30 seconds)

Using Wadfile: \half-life\valve\decals.wad

- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

Using Wadfile: \half-life\valve\halflife.wad

- Contains 116 used textures, 90.63 percent of map (3116 textures in wad)

Using Wadfile: \half-life\valve\liquids.wad

- Contains 1 used texture, 0.78 percent of map (32 textures in wad)

Using Wadfile: \half-life\valve\spraypaint.wad

- Contains 1 used texture, 0.78 percent of map (14 textures in wad)

Using Wadfile: \half-life\valve\xeno.wad

- Contains 0 used textures, 0.00 percent of map (264 textures in wad)

Using Wadfile: \half-life\cstrike\pyro-01.wad

- Warning: Larger than expected texture (1045292 bytes): 'BLADE'

- Contains 0 used textures, 0.00 percent of map (2 textures in wad)

Using Wadfile: \half-life\cstrike\downtown_wad.wad

- Contains 10 used textures, 7.81 percent of map (83 textures in wad)

Including Wadfile: \half-life\zhlt253-17\zhlt.wad

- Contains 0 used textures, 0.00 percent of map (3 textures in wad)

added 16 additional animating textures.

Texture usage is at 1.64 mb (of 4.00 mb MAX)

41.16 seconds elapsed

----- END hlcsg -----

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (merlinis@bigpond.net.au)

----- BEGIN hlbsp -----

Command line: D:\HALF-L~1\ZHLT25~1\hlbsp.exe f:\doc\map_cs\cs_loft_attack

Current hlbsp Settings

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ off ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]

nofill [ off ] [ off ]

null tex. stripping [ on ] [ on ]

notjunc [ off ] [ off ]

subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)

max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

Warning: === LEAK in hull 0 ===

Entity info_player_start @ (-632,-928,-320)

Error:

A LEAK is a hole in the map, where the inside of it is exposed to the

(unwanted) outside region. The entity listed in the error is just a helpful

indication of where the beginning of the leak pointfile starts, so the

beginning of the line can be quickly found and traced to until reaching the

outside. Unless this entity is accidentally on the outside of the map, it

probably should not be deleted. Some complex rotating objects entities need

their origins outside the map. To deal with these, just enclose the origin

brush with a solid world brush

Leak pointfile generated

29.64 seconds elapsed

----- END hlbsp -----

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (merlinis@bigpond.net.au)

----- BEGIN hlvis -----

Command line: D:\HALF-L~1\ZHLT25~1\hlvis.exe f:\doc\map_cs\cs_loft_attack

>> There was a problem compiling the map.

>> Check the file f:\doc\map_cs\cs_loft_attack.log for the cause.

----- END hlvis -----

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (merlinis@bigpond.net.au)

----- BEGIN hlrad -----

Command line: D:\HALF-L~1\ZHLT25~1\hlrad.exe f:\doc\map_cs\cs_loft_attack

>> There was a problem compiling the map.

>> Check the file f:\doc\map_cs\cs_loft_attack.log for the cause.

----- END hlrad -----

[/cpp]

Posté(e)
Warning: === LEAK in hull 0 ===

Entity info_player_start @ (-632,-928,-320)

Error:

[g]A LEAK [/g]is a hole in the map, where the inside of it is exposed to the

(unwanted) outside region. The entity listed in the error is just a helpful

indication of where the beginning of the leak pointfile starts, so the

beginning of the line can be quickly found and traced to until reaching the

outside. Unless this entity is accidentally on the outside of the map, it

probably should not be deleted. Some complex rotating objects entities need

their origins outside the map. To deal with these, just enclose the origin

brush with a solid world brush

Leak pointfile generated

29.64 seconds elapsed

Voila pourquoi tu na pas d'ombre :)

tas une Leak, enfaite, c'est un trou dans ta map, qui montre le vide au joueur, ta un sky ? sinon, regarde bien ou il peut y avoir un trou...

Pour les vertex, je ne sais plus, mais pour la description, va dans

MAP>MAP PROPERTIES>MAP DESCRIPTION/TITLE :)

Posté(e)

non. C'est un "trou" dans la map et qui empêche aux effets de lumière de fonctionner, puisqu'ils vont se disperser dans le noir infini.

Posté(e)

j ai regarder partout ca fait 5h que je suis dessu j ai refet tout les truc que le logiciel avai carve a l arrache pas loin de l info_player_start et rien du tout. j ai utilisé LeakMarker 0.1.exe et il m indique l origine !

je sais plus trop quoi faire

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