Sidebar

Косяк с освещением или неправильная настройка компиляторов?

simonoff

New member
Dec 13, 2006
5
0
0
Косяк с освещением или неправильная настройка компиляторов?

Когда-то давно делал карту для CS. Теперь её откопал.
Запустил через Valve Hammer Editor и откомпилировал при помощи zhlt_1.7p15. Обнаружил косяк с освещением на карте. Свет проходит через всё!!! Теней даже в помине нет.
Ощущение такое что все текстуры светятся сами...
Потом попробывал по старинке стандартными компиляторами из пакета Valve Hammer Editor усё нармуль...(тока долгоооооо...:))
В чем проблемка поясните...
 

simonoff

New member
Dec 13, 2006
5
0
0
вот он!

** Executing...
** Command: Change Directory
** Parameters: "F:\Games\CStrike"


** Executing...
** Command: F:\Games\HLEDIT~1\zhlt\hlcsg.exe
** Parameters: "c:\temp\map_for_cs\si_icenice20_12"

hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 ([email protected])
----- BEGIN hlcsg -----
Command line: F:\Games\HLEDIT~1\zhlt\hlcsg.exe c:\temp\map_for_cs\si_icenice20_12
Entering c:\temp\map_for_cs\si_icenice20_12.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

38 brushes (totalling 228 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.70 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.27 seconds)

Using Wadfile: \games\cstrike\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \games\cstrike\cstrike\cstrike.wad
- Contains 5 used textures, 6.10 percent of map (123 textures in wad)
Using Wadfile: \games\cstrike\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\cstrike\valve\halflife.wad
- Contains 46 used textures, 56.10 percent of map (3116 textures in wad)
Using Wadfile: \games\cstrike\czero\czcs_office.wad
- Contains 30 used textures, 36.59 percent of map (305 textures in wad)
Using Wadfile: \games\cstrike\cstrike\de_catacomb.wad
- Contains 1 used texture, 1.22 percent of map (1 textures in wad)

added 12 additional animating textures.
Texture usage is at 2.08 mb (of 4.00 mb MAX)
9.09 seconds elapsed

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




** Executing...
** Command: F:\Games\HLEDIT~1\zhlt\hlbsp.exe
** Parameters: "c:\temp\map_for_cs\si_icenice20_12"

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 ([email protected])
----- BEGIN hlbsp -----
Command line: F:\Games\HLEDIT~1\zhlt\hlbsp.exe c:\temp\map_for_cs\si_icenice20_12

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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3053 (0.59 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-784,-814,-640)
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

SolidBSP [hull 1] 500...1000...1500...2000...2494 (0.38 seconds)
Warning: === LEAK in hull 1 ===
Entity info_bomb_target @ ( 370,-2267,-596)
SolidBSP [hull 2] 500...1000...1500...2000...2122 (0.31 seconds)
Warning: === LEAK in hull 2 ===
Entity info_bomb_target @ ( 370,-2267,-596)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2877 (0.50 seconds)
Warning: === LEAK in hull 3 ===
Entity info_bomb_target @ ( 370,-2267,-596)
7.23 seconds elapsed

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




** Executing...
** Command: F:\Games\HLEDIT~1\zhlt\hlvis.exe
** Parameters: "c:\temp\map_for_cs\si_icenice20_12"

hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 ([email protected])
----- BEGIN hlvis -----
Command line: F:\Games\HLEDIT~1\zhlt\hlvis.exe c:\temp\map_for_cs\si_icenice20_12
>> There was a problem compiling the map.
>> Check the file c:\temp\map_for_cs\si_icenice20_12.log for the cause.

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




** Executing...
** Command: F:\Games\HLEDIT~1\zhlt\hlrad.exe
** Parameters: "c:\temp\map_for_cs\si_icenice20_12"

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 ([email protected])
----- BEGIN hlrad -----
Command line: F:\Games\HLEDIT~1\zhlt\hlrad.exe c:\temp\map_for_cs\si_icenice20_12
>> There was a problem compiling the map.
>> Check the file c:\temp\map_for_cs\si_icenice20_12.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\temp\map_for_cs\si_icenice20_12.bsp" "F:\Games\CStrike\cstrike\maps\si_icenice20_12.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\temp\map_for_cs\si_icenice20_12.pts" "F:\Games\CStrike\cstrike\maps\si_icenice20_12.pts"


** Executing...
** Command: F:\Games\CStrike\hl.exe
** Parameters: +map "si_icenice20_12" -game cstrike -dev -console +deathmatch 1
 

PoWer3D

~= Pirate Station =~
Sep 24, 2006
1,280
37
Зайди в Хаммер и загрузи свою карту а потом в иди в Мап -лоадПоинтфал , и укажы путь к своему поинт файлу , допустим карта называлась Мап.мап ,то поинфайл бует мап.лин .и оно те укажет путь к дырке если она ещо есть
 

Serhio

New member
Mar 15, 2006
1,692
40
0
0
Киев
Такая ошибка возникает когда за пределами карты есть entity объект или моделька серединкой вылазит или спрайт итд

Глюк имено в этом

или есть ещё вариант когда один из граничных с пустотой брашей сильно порезан как на скрине

внешне его нада прикрыть другими брашами тогда утечки небудет

Post automatically merged:

Млин када прочитал название темы то первая мысль была про светящийся касяк плана :)
 

Attachments

Last edited:

Lantrat

Hancock
VIP
Sep 10, 2006
5,581
41
9
38
  • Золотая медаль 221
Ты посмотри, не застряло ли где нибудь у тебя солнышко(тобиш light_environment) где нибудь в скае (в брашах неба).