Как да си опрявя проблема?

Ако нещо не ви е ясно относно направата на карти за Counter-Strike, раздела е точното място, където да попитате.
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gotvacha
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Как да си опрявя проблема?

Post by gotvacha »

Като натисна на иконката за да играя на картата ми изписва "There was a problem compling the map" и не мога а оправя този проблем за да си играя на картите. :(
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Re: Как да си опрявя проблема?

Post by OciXCrom »

Too much information! Обясни по-подробно проблема: кажи какво изписва, какво си направил, кое не става, защо според теб не става, как си настроил програмата и прочие.
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gotvacha
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Re: Как да си опрявя проблема?

Post by gotvacha »

Изписва ми това
---------------------------------------------------------------------------------------------------------------------------------------------------------------
** Executing...
** Command: Change Directory
** Parameters: D:\Counter-Strike


** Executing...
** Command: Copy File
** Parameters: "C:\Users\User\Desktop\OTHERS\TEST.map" "D:\Counter-Strike\cstrike\maps\TEST.map"


** Executing...
** Command: D:\VALVEH~1.5\tools\hlcsg.exe
** Parameters: "D:\Counter-Strike\cstrike\maps\TEST"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: D:\VALVEH~1.5\tools\hlcsg.exe D:\Counter-Strike\cstrike\maps\TEST
Entering D:\Counter-Strike\cstrike\maps\TEST.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
40%...70%... (0.03 seconds)

Using Wadfile: \counter-strike\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \counter-strike\valve\halflife.wad
- Contains 3 used textures, 42.86 percent of map (3116 textures in wad)
Using Wadfile: \counter-strike\cstrike\all_cstrike.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Contains 1 used texture, 14.29 percent of map (1747 textures in wad)
Using Wadfile: \counter-strike\cstrike\y_floortextures.wad
- Contains 1 used texture, 14.29 percent of map (38 textures in wad)
Using Wadfile: \counter-strike\cstrike\pacmantextures.wad
- Contains 1 used texture, 14.29 percent of map (10 textures in wad)

Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.04 seconds elapsed

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




** Executing...
** Command: D:\VALVEH~1.5\tools\hlbsp.exe
** Parameters: "D:\Counter-Strike\cstrike\maps\TEST"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: D:\VALVEH~1.5\tools\hlbsp.exe D:\Counter-Strike\cstrike\maps\TEST

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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] 131 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity info_teleport_destination @ (-720,-320,-225)
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] 103 (0.01 seconds)
SolidBSP [hull 2] 120 (0.01 seconds)
SolidBSP [hull 3] 101 (0.01 seconds)
0.06 seconds elapsed

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




** Executing...
** Command: D:\VALVEH~1.5\tools\hlvis.exe
** Parameters: "D:\Counter-Strike\cstrike\maps\TEST"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: D:\VALVEH~1.5\tools\hlvis.exe D:\Counter-Strike\cstrike\maps\TEST
>> There was a problem compiling the map.
>> Check the file D:\Counter-Strike\cstrike\maps\TEST.log for the cause.

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




** Executing...
** Command: D:\VALVEH~1.5\tools\hlrad.exe
** Parameters: "D:\Counter-Strike\cstrike\maps\TEST"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: D:\VALVEH~1.5\tools\hlrad.exe D:\Counter-Strike\cstrike\maps\TEST
>> There was a problem compiling the map.
>> Check the file D:\Counter-Strike\cstrike\maps\TEST.log for the cause.

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

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

-- 30 Мар 2015, 19:22 --

Ето ми текстурите

-- 30 Мар 2015, 19:26 --

Ето и другото
Attachments
Ето ги и другите настройки
Ето ги и другите настройки
Това са ми текстурите и май съм пропусна да сложа "zhlt.wad"
Това са ми текстурите и май съм пропусна да сложа "zhlt.wad"
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Re: Как да си опрявя проблема?

Post by OciXCrom »

Затворил ли си картата с небе? Добавил ли си светлина?
>> Check the file D:\Counter-Strike\cstrike\maps\TEST.log for the cause.
Копирай какво изписва в този файл.
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gotvacha
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Re: Как да си опрявя проблема?

Post by gotvacha »

Не съм я затварял с небе но сложих няколко сини светлини.
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Re: Как да си опрявя проблема?

Post by gotvacha »

потърсих този файл и го няма никъде
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Re: Как да си опрявя проблема?

Post by KrA40n1 »

Code: Select all

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
Имаш ли небе?
Прати някоя снимка за да ти обясня къде е проблема.
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