Проблем при комплиране на карта.

Ако нещо не ви е ясно относно направата на карти за Counter-Strike, раздела е точното място, където да попитате.
Post Reply
User avatar
kocaki1996
Потребител
Потребител
Posts: 36
Joined: 12 Aug 2009, 21:19

Проблем при комплиране на карта.

Post by kocaki1996 »

Здравейте от мен пичове. Реших да изтегля пак Хамъра ,че го бях забравил. Та реших да направя тук там някоя друга карта ,но нещо се обърка. Направих си настройките всичко уж е наред. Тръгна да комплирам картата и ми дава някакъв ерор. Влиза в ЦС-а и ми показва конзолата с някакви грешки вътре.
Вижте на снимките. Сложил съм всичко. Spawn point,лампи,небе ,но пак не тръгва. Преинсталирах програмата,правих настройките на ново и пак същата работа. Какво съм объркал. Моля помогнете. :mnmn?:

Ето снимки:
Attachments
untitled1.JPG
untitled.JPG
User avatar
muxaxa
Потребител
Потребител
Posts: 584
Joined: 29 Dec 2007, 20:34
CS Nick: muxaxa
Favorite version: CS: 1.6
Steam Community ID: muxaxa

Re: Проблем при комплиране на карта.

Post by muxaxa »

Дай целия log.
User avatar
kocaki1996
Потребител
Потребител
Posts: 36
Joined: 12 Aug 2009, 21:19

Re: Проблем при комплиране на карта.

Post by kocaki1996 »


** Executing...
** Command: Change Directory
** Parameters: "D:\Games\Counter-Strike 1.6"


** Executing...
** Command: D:\Games\VHE\Valve Hammer Editor\tools\hlcsg.exe
** Parameters: "c:\documents and settings\êîíñòàíòèí\desktop\de_noob"

Unknown option "Editor\tools\hlcsg.exe"
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)

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile


** Executing...
** Command: D:\Games\VHE\Valve Hammer Editor\tools\hlbsp.exe
** Parameters: "c:\documents and settings\êîíñòàíòèí\desktop\de_noob"

Unknown option "Editor\tools\hlbsp.exe"
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)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: D:\Games\VHE\Valve Hammer Editor\tools\hlvis.exe
** Parameters: "c:\documents and settings\êîíñòàíòèí\desktop\de_noob"

Unknown option "Editor\tools\hlvis.exe"
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)

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: D:\Games\VHE\Valve Hammer Editor\tools\hlrad.exe
** Parameters: "c:\documents and settings\êîíñòàíòèí\desktop\de_noob"

Unknown option "Editor\tools\hlrad.exe"
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)

-= hlrad Options =-

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

mapfile : The mapfile to compile


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\êîíñòàíòèí\desktop\de_noob.bsp" "D:\Games\Counter-Strike 1.6\cstrike\maps\de_noob.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\êîíñòàíòèí\desktop\de_noob.pts" "D:\Games\Counter-Strike 1.6\cstrike\maps\de_noob.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: D:\Games\COUNTE~1.6\hl.exe
** Parameters: +map "de_noob" -game cstrike -dev -console +deathmatch 1
User avatar
muxaxa
Потребител
Потребител
Posts: 584
Joined: 29 Dec 2007, 20:34
CS Nick: muxaxa
Favorite version: CS: 1.6
Steam Community ID: muxaxa

Re: Проблем при комплиране на карта.

Post by muxaxa »

Много options... Компилирай така: http://cs-bg.info/forum/viewtopic.php?f=63&t=71301

Ако не се появи bsp файл, значи имаш грешка и ще се появи err файл, който може да го покажеш тук.
User avatar
kocaki1996
Потребител
Потребител
Posts: 36
Joined: 12 Aug 2009, 21:19

Re: Проблем при комплиране на карта.

Post by kocaki1996 »

1.Значи всичко направих. Направих една карта и тръгна. След това наблъсках хамъра с текстури и направих друга карта ,но като влезна в ЦС и я пусна зарежда до половината ,чакам я 2,3 минути и ЦС-а забива и не иска да зареди. Възможно ли е заради текстурите да е това.
2. Значи опитах се да комплирам една карта на ,която и изгубих текстурите и един wad файл ,който го бях правил сам го няма. Дефакто не мога да я пусна. Декомплирах е от bsp в map и ,като я комплирах ми дава ерор. Имам общ wad файл ,но не работи. Има ли някакъв начин да я подкарам?
hlcsg: Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
Post Reply

Return to “Въпроси и проблеми”