Вопросы по маппингу
 

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Тута ты без кодинга не обойдешся ;-)
Сегодня играл в Half-Life 2 Beta. В комнату зашла мать и сказала:
- Я смотрю, не зря ты MIT закончил!
Я встал из-за компьютера, подошёл к розетке и выдернул штепсель.
  • True Citizen
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а по-подробнее?
  • True Citizen
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    • orechka.net/
Quote from: Paul891

а по-подробнее?


Попробуй написать сюда ,может и ответят умные люди !grr
  • True Citizen
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ещё возник вопрос: как сделать моргающее лицо на телике? например в папке materials\scripted валяются лица консула, которые можно использовать в этом
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анимированную текстуру сделай
  • True Citizen
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дэк это ясен пень, НО в хл2 есть текстуры аликс на экране, он не анимированая, а по частям, так же можно же сделать не анимированую текстуру, а обычные по частям?
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там фейковые текстуры аликс. на самом деле там камера.
  • True Citizen
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блин, столкнулся с ужасной проблемой! сделал карту (единственный скрин, который успел стянуть): http://img134.hl2-beta.ru/my.php?image=theynung010001.jpg   потом кое-что изменил, совсем незначительное, и вот результат:  http://img90.hl2-beta.ru/my.php?image=theynung010002.jpg
  вода видна только под нею, а поверхность исчезла, также пропала половина всех пропов, что я только не пробовал: изменял обратно, ещё кучу способов сделал, но не помогает:(((( помогите, пожалуйста!
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    • hl2-beta.ru
А компилил с визом? когда без виза компилишь вода не отображается.
  • True Citizen
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Может ты случайно дыру на дне сделал?
  • True Citizen
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да не, до Этого всё нормально было, дело не только с водой, а и с пропами ещё:( даже не знаю, чё за фигня случилась....
  • True Citizen
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С пропами 100% не та энтитя, юзай разнообразные prop_overrrid'ы
  • True Citizen
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хм, я грю с пропами всё было нормально! юзал обычные проп_статик и физикс, но они же РАБОТАЛИ до этой хрени!
  • True Citizen
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Вот лог компиляции:

** Executing...
** Command: "d:\games\steam\steamapps\seen231\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\seen231\half-life 2 episode two\ep2" "D:\my_maps\They_nung_01"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\games\steam\steamapps\seen231\half-life 2 episode two\ep2\materials
Loading D:\my_maps\They_nung_01.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_spot (-371.00 -1024.00 613.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2560.0 1024.0 42.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 512.0 214.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 512.0 -384.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 512.0 -556.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 512.0 42.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2560.0 -1024.0 42.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 -512.0 214.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 -512.0 -384.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/grimmnight*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/grimmnight*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (20453 bytes)
Static prop models/props_pipes/pipecluster32d_001a.mdl outside the map (369.00, 442.00, -66.00)
Static prop models/props_pipes/pipecluster32d_003a.mdl outside the map (638.00, 345.00, -46.00)
Static prop models/props_c17/substation_stripebox01a.mdl outside the map (473.00, 433.00, -35.00)
Static prop models/props_c17/light_floodlight02_off.mdl outside the map (678.00, 331.00, -120.00)
Placing detail props : 0...1...2...3...4...5...6...7...Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
8...Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
9Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
...10
Compacting texture/material tables...
Reduced 121 texinfos to 58
Reduced 12 texdatas to 9 (290 bytes to 198)
Writing D:\my_maps\They_nung_01.bsp
2 seconds elapsed

** Executing...
** Command: "d:\games\steam\steamapps\seen231\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\seen231\half-life 2 episode two\ep2" "D:\my_maps\They_nung_01"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\my_maps\They_nung_01.bsp
reading d:\my_maps\They_nung_01.prt
LoadPortals: couldn't read d:\my_maps\They_nung_01.prt


** Executing...
** Command: "d:\games\steam\steamapps\seen231\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\games\steam\steamapps\seen231\half-life 2 episode two\ep2" "D:\my_maps\They_nung_01"

Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator    
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\my_maps\They_nung_01.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.76 seconds)
559 faces
1 degenerate faces
812769 square feet [117038840.00 square inches]
118 Displacements
137576 Square Feet [19811016.00 Square Inches]
6 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0091 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 (11)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                 53/8192          636/98304    ( 0.6%)
brushsides             455/65536        3640/524288   ( 0.7%)
planes                 510/65536       10200/1310720  ( 0.8%)
vertexes               697/65536        8364/786432   ( 1.1%)
nodes                  447/65536       14304/2097152  ( 0.7%)
texinfos                58/12288        4176/884736   ( 0.5%)
texdata                  9/2048          288/65536    ( 0.4%)
dispinfos              118/0           20768/0        ( 0.0%)
disp_verts            9558/0          191160/0        ( 0.0%)
disp_tris            15104/0           30208/0        ( 0.0%)
disp_lmsamples      351544/0          351544/0        ( 0.0%)
faces                  559/65536       31304/3670016  ( 0.9%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              307/65536       17192/3670016  ( 0.5%)
leaves                 449/65536       14368/2097152  ( 0.7%)
leaffaces              579/65536        1158/131072   ( 0.9%)
leafbrushes            223/65536         446/131072   ( 0.3%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             3586/512000      14344/2048000  ( 0.7%)
edges                 1892/256000       7568/1024000  ( 0.7%)
LDR worldlights          6/8192          528/720896   ( 0.1%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips              6/32768          60/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           135/65536         270/131072   ( 0.2%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1552248/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]        3405/393216   ( 0.9%)
LDR ambient table      449/65536        1796/262144   ( 0.7%)
HDR ambient table      449/65536        1796/262144   ( 0.7%)
LDR leaf ambient      3326/65536       93128/1835008  ( 5.1%)
HDR leaf ambient       449/65536       12572/1835008  ( 0.7%)
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]           1/1064     ( 0.1%)
pakfile               [variable]       82194/0        ( 0.0%)
physics               [variable]       20453/4194304  ( 0.5%)
physics terrain       [variable]       19094/1048576  ( 1.8%)

Level flags = 0

Total triangle count: 1240
Writing d:\my_maps\They_nung_01.bsp
15 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator    
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\my_maps\They_nung_01.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.76 seconds)
559 faces
1 degenerate faces
812769 square feet [117038840.00 square inches]
118 Displacements
137576 Square Feet [19811016.00 Square Inches]
6 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0093 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 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                 53/8192          636/98304    ( 0.6%)
brushsides             455/65536        3640/524288   ( 0.7%)
planes                 510/65536       10200/1310720  ( 0.8%)
vertexes               697/65536        8364/786432   ( 1.1%)
nodes                  447/65536       14304/2097152  ( 0.7%)
texinfos                58/12288        4176/884736   ( 0.5%)
texdata                  9/2048          288/65536    ( 0.4%)
dispinfos              118/0           20768/0        ( 0.0%)
disp_verts            9558/0          191160/0        ( 0.0%)
disp_tris            15104/0           30208/0        ( 0.0%)
disp_lmsamples      351544/0          351544/0        ( 0.0%)
faces                  559/65536       31304/3670016  ( 0.9%)
hdr faces              559/65536       31304/3670016  ( 0.9%)
origfaces              307/65536       17192/3670016  ( 0.5%)
leaves                 449/65536       14368/2097152  ( 0.7%)
leaffaces              579/65536        1158/131072   ( 0.9%)
leafbrushes            223/65536         446/131072   ( 0.3%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             3586/512000      14344/2048000  ( 0.7%)
edges                 1892/256000       7568/1024000  ( 0.7%)
LDR worldlights          6/8192          528/720896   ( 0.1%)
HDR worldlights          6/8192          528/720896   ( 0.1%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips              6/32768          60/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           135/65536         270/131072   ( 0.2%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1552248/0        ( 0.0%)
HDR lightdata         [variable]     1552248/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]        3405/393216   ( 0.9%)
LDR ambient table      449/65536        1796/262144   ( 0.7%)
HDR ambient table      449/65536        1796/262144   ( 0.7%)
LDR leaf ambient      3326/65536       93128/1835008  ( 5.1%)
HDR leaf ambient      3327/65536       93156/1835008  ( 5.1%)
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]           1/1064     ( 0.1%)
pakfile               [variable]       82194/0        ( 0.0%)
physics               [variable]       20453/4194304  ( 0.5%)
physics terrain       [variable]       19094/1048576  ( 1.8%)

Level flags = 0

Total triangle count: 1240
Writing d:\my_maps\They_nung_01.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\my_maps\They_nung_01.bsp" "d:\games\steam\steamapps\seen231\half-life 2 episode two\ep2\maps\They_nung_01.bsp"

  • Citizen
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Так вот же компилятор пишет, что карта "потекла".
Quote from: Paul891

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_spot (-371.00 -1024.00 613.00) leaked!

Надо дырку искать и проверить, что все энтити точно внутри карты. Может еще течь через полупрозрачные материалы. Вообще надо загрузить pointfile и полетать по карте с noclip-ом.

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