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(#1 (permalink))
Antiguo
Fr0sT is Offline
Senior Member
Left 4 Dead Left 4 Dead 2
 
Mensajes: 357
Fecha de Ingreso: febrero-2009
Steam ID: h9rr9r
Logros L4D: 47/68
Predeterminado mapilla - 21-may-2009, 08:18

pos eso, staba haciendo un mapita mu contento yo con como estaba quedando y al compilar me da un error que creo q es fallo de leak o algo asi, relacionado con los skybox, kreo q lo tengo bien puesto xk estan con 5 caras y no un cubo gigante,
Dejo aqui el error mas detallado, si alguien tiene conocimiento se agradeceria bastante

Código:
debugfov: Changing cl_viewmodelfovsurvivor from 51.000000 to 50.000000
CGameEventManager::AddListener: event 'player_stats_updated' unknown.
execing config.cfg
cc_lang =
Sound Initialization: Start
DS:stereo speaker configuration detected
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
44100 samples/sec
DirectSound initialized
Stopping All Sounds...
Audio Caches using '_spanish' as suffix
Trying cache : 'maps/soundcache/_master_spanish.cache'
Sound Initialization: Finish, Sampling Rate: 44100
1 CPU, Frequency: 3.6 Ghz, Features: AuthenticAMD SSE SSE2 MMX 3DNow RDTSC CMOV FCMOV
[L4DMM] Loading initial match system settings (ver. 11)
execing valve.rc
Unknown command "r_decal_cullsize"
execing autoexec.cfg
Stopping All Sounds...
execing modsettings.cfg
Stopping All Sounds...
[STEAM] Failed SendMessage: cannot send to host with NULL XUID: Checkpoint: 3, From: 110000102ab8f1f, Var: 0=0, Dedicated: 0=pub('Dedicated-N/A'),priv('Dedicated-N/A')
---- Host_NewGame ----
execing game.cfg
NET_GetBindAddresses found 192.168.0.190: 'NVIDIA nForce 10/100/1000 Mbps Ethernet '
Opened Steam Socket NS_SERVER ( virtual port 27015 ) : listen socket handle( 65543 )
Opened Steam Socket NS_CLIENT ( virtual port 27005 ) : listen socket handle( 8 )
Network: IP 192.168.0.190, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server: l4d_nsj04_001
env_cubemap used on world geometry without rebuilding map. . ignoring: de_chateau/interiortile03
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/urban_tilefloor01b
env_cubemap used on world geometry without rebuilding map. . ignoring: de_chateau/interiortile02
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/urban_road_01a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/urban_road_01c
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/urban_road_01b
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/urban_road_01d
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow048a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/urban_sidewalk_02a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/tunnel_concretewall_01b
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/curba_wet
#######################################
Map l4d_nsj04_001 missing stringtable dictionary, don't ship this way!!!
#######################################
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

Stopping All Sounds...
Pondria unas screens pero no puedo entrar :'(
Asi que dejo las cutres del mapeo >.<
http://img132.imageshack.us/img132/5831/54745764.jpg
http://img188.imageshack.us/img188/8872/10372105.jpg

un saludooo




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(#2 (permalink))
Antiguo
Avatar de somoza
somoza is Offline
Senior Member
Left 4 Dead Left 4 Dead 2
 
Mensajes: 216
Fecha de Ingreso: noviembre-2008
Ubicación: Zaragoza
Steam ID: somoza
Logros L4D: 48/68
Predeterminado 21-may-2009, 11:47

Lo primero de todo, para saber que falla del mapa, copia y pega el log del compilador. Allí suelen aparecer los errores del mapa.

Rehaz el skybox, crea un sólido alrededor del mapa que lo cubra entero, realiza un "make hollow sobre él para ahuecarlo. Asegúrate que el skybox no solapa ningún solido que forme parte del mapa, y sobre todo, si no tienes nada en el resto del suelo aparte de la casa, hazlo mas pequeño (suelo y skybox)

Asegúrate de que la textura del skybox sea una de las de l4d (por ejemplo, en map properties pon como skybox UNA DE ESTAS)

sky_l4d_rural02_hdr
urbannightburning_hdr
sky_day01_09_hdr
sky_l4d_urban01_hdr

Sínó pasa el archivo del mapa para que le echemos un vistazo.


PD: La mejor guia para mapear sigue siendo el wiki de valve:

http://developer.valvesoftware.com/w...ry:Left_4_Dead


ProL4D, y si no estás de acuerdo pues... me la pela xD
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(#3 (permalink))
Antiguo
Fr0sT is Offline
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Left 4 Dead Left 4 Dead 2
 
Mensajes: 357
Fecha de Ingreso: febrero-2009
Steam ID: h9rr9r
Logros L4D: 47/68
Predeterminado 21-may-2009, 18:46

gracias! voy a probar, el caso esq he seguido los tutoriales de allí solo que mi ingles no es dl todo weno y hay cosas q me cuesta entenderlas xD

dejo aqui el compilador

Cita:
** Executing...
** Command: "d:\juegos\steam\steamapps\common\left 4 dead\bin\vbsp.exe"
** Parameters: -game "d:\juegos\steam\steamapps\common\left 4 dead\left4dead" "D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\l4d_nsj04_001_003TRAMA ORAMA"

Valve Software - vbsp.exe (May 6 2009)
1 threads
materialPath: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\materials
Loading D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\l4d_nsj04_001_003TRAMA ORAMA.vmf
Brush 381312: no visible sides on brush
Brush 381312: no visible sides on brush
Brush 381312: no visible sides on brush
Brush 381505: no visible sides on brush
Brush 381505: no visible sides on brush
Brush 381505: no visible sides on brush
Brush 385535: no visible sides on brush
Brush 385535: no visible sides on brush
Brush 385535: no visible sides on brush
Brush 385539: no visible sides on brush
Brush 385539: no visible sides on brush
Brush 385539: no visible sides on brush
Brush 409429: no visible sides on brush
Brush 409429: no visible sides on brush
Brush 409429: no visible sides on brush
Brush 473239: no visible sides on brush
Brush 473239: no visible sides on brush
Brush 473239: no visible sides on brush
Brush 409425: no visible sides on brush
Brush 409425: no visible sides on brush
Brush 409425: no visible sides on brush
Can't find surfaceprop stone for material STONE/INFFLRA, using default
Patching WVT material: maps/l4d_nsj04_001_003tramaorama/ground/blendsnow_asphault_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity light_spot (-470.13 1759.60 215.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-677.2 3019.6 68.2)
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: Brush 303:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-622.3 3019.6 68.2)
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: Brush 303:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-191.7 2048.0 84.7)
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: Brush 70264:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-191.7 2048.0 67.7)
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: Brush 70264:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 32 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (488159 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3880 texinfos to 2677
Reduced 222 texdatas to 188 (14204 bytes to 12410)
Writing D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\l4d_nsj04_001_003TRAMA ORAMA.bsp
9 seconds elapsed
***VPK: FindFile Attempting to use full path with VPK file!
File: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\\cfg\commandline.cfg
***VPK: FindFile Attempting to use full path with VPK file!
File: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\reslists\l4d_nsj04_001_003tramaoram a.dict
***VPK: FindFile Attempting to use full path with VPK file!
File: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\reslists_xbox\l4d_nsj04_001_003tram aorama.dict

** Executing...
** Command: "d:\juegos\steam\steamapps\common\left 4 dead\bin\vvis.exe"
** Parameters: -game "d:\juegos\steam\steamapps\common\left 4 dead\left4dead" -fast "D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\l4d_nsj04_001_003TRAMA ORAMA"

Valve Software - vvis.exe (May 6 2009)
fastvis = true
1 threads
reading d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\l4d_nsj04_001_003TRAMA ORAMA.bsp
reading d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\l4d_nsj04_001_003TRAMA ORAMA.prt
LoadPortals: couldn't read d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\l4d_nsj04_001_003TRAMA ORAMA.prt


** Executing...
** Command: "d:\juegos\steam\steamapps\common\left 4 dead\bin\vrad.exe"
** Parameters: -game "d:\juegos\steam\steamapps\common\left 4 dead\left4dead" -noextra "D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\l4d_nsj04_001_003TRAMA ORAMA"

Valve Software - vrad.exe SSE (May 6 2009)

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

Loading d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\l4d_nsj04_001_003TRAMA ORAMA.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (6.85 seconds)
17570 faces
23 degenerate faces
4059060 square feet [584504640.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.1745 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (30)
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 (142)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1289/8192 15468/98304 (15.7%)
brushsides 9978/65536 79824/524288 (15.2%)
planes 5894/65536 117880/1310720 ( 9.0%)
vertexes 26865/65536 322380/786432 (41.0%)
nodes 11146/65536 356672/2097152 (17.0%)
texinfos 2677/12288 192744/884736 (21.8%)
texdata 188/2048 6016/65536 ( 9.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 17570/65536 983920/3670016 (26.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6220/65536 348320/3670016 ( 9.5%)
leaves 11148/65536 356736/2097152 (17.0%)
leaffaces 21191/65536 42382/131072 (32.3%)
leafbrushes 7978/65536 15956/131072 (12.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 112626/512000 450504/2048000 (22.0%)
edges 60640/256000 242560/1024000 (23.7%)
LDR worldlights 6/8192 600/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2300/32768 23000/327680 ( 7.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 37224/65536 74448/131072 (56.8%)
cubemapsamples 122/1024 1952/16384 (11.9%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6403148/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7924/393216 ( 2.0%)
LDR ambient table 11148/65536 44592/262144 (17.0%)
HDR ambient table 11148/65536 44592/262144 (17.0%)
LDR leaf ambient 5804/65536 162512/1835008 ( 8.9%)
HDR leaf ambient 11148/65536 312144/1835008 (17.0%)
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] 1/32702 ( 0.0%)
pakfile [variable] 10745532/0 ( 0.0%)
physics [variable] 488159/4194304 (11.6%)
physics terrain [variable] 2/1048576 ( 0.0%)




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Antiguo
Fr0sT is Offline
Senior Member
Left 4 Dead Left 4 Dead 2
 
Mensajes: 357
Fecha de Ingreso: febrero-2009
Steam ID: h9rr9r
Logros L4D: 47/68
Predeterminado 21-may-2009, 18:50

(sigo con el compilador q no me dejaba ponerlo en un solo post XD)

Cita:
Level flags = 0

Total triangle count: 52588
Writing d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\l4d_nsj04_001_003TRAMA ORAMA.bsp
3 minutes, 1 second elapsed
***VPK: FindFile Attempting to use full path with VPK file!
File: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\\cfg\commandline.cfg
***VPK: FastFindFile Attempting to use full path with VPK file!
File: d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\l4d_nsj04_001_003TRAMA ORAMA.rad
***VPK: FindFile Attempting to use full path with VPK file!
File: d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\l4d_nsj04_001_003trama orama.bsp

** Executing...
** Command: Copy File
** Parameters: "D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\l4d_nsj04_001_003TRAMA ORAMA.bsp" "d:\juegos\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_nsj04_001_003TRAMAORAMA.bs p"


** Executing...
** Command: "d:\juegos\steam\steamapps\common\left 4 dead\left4dead.exe"
** Parameters: -game "d:\juegos\steam\steamapps\common\left 4 dead\left4dead" -toconsole -dev -console +sv_lan 1 +map "l4d_nsj04_001_003TRAMAORAMA"




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Antiguo
Avatar de Jackas
Jackas is Offline
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Left 4 Dead Left 4 Dead 2
 
Mensajes: 425
Fecha de Ingreso: marzo-2009
Ubicación: ZombieLandia
Steam ID: Caotical
Logros L4D: 39/68
Enviar un mensaje por MSN a Jackas
Predeterminado 22-may-2009, 19:56

Suerte con la elaboracion de tu mapa.

*Salu2.*




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Antiguo
Fr0sT is Offline
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Left 4 Dead Left 4 Dead 2
 
Mensajes: 357
Fecha de Ingreso: febrero-2009
Steam ID: h9rr9r
Logros L4D: 47/68
Predeterminado 24-may-2009, 17:37

graciasss




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(#7 (permalink))
Antiguo
Fr0sT is Offline
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Left 4 Dead Left 4 Dead 2
 
Mensajes: 357
Fecha de Ingreso: febrero-2009
Steam ID: h9rr9r
Logros L4D: 47/68
Predeterminado 29-may-2009, 05:19

aprovecho este post pa no krear otro y eso, el mapa en sí va bien, pero algo tengo que estar haciendo mal ya que en el log me aperece que los "waterindices" estan casi casi full"
tengo que andar quitando X poligono y añadiendo otro la mitad de las veces, he mirado el limite de brush y no lo he sobrepasado aun, he buscado por google pero la verdad no me entero de nada, lo poco que he entendido es que esto está provokado por las "T-Juntions" , alguien sabe que es eso?xD

dejo aqui el log dl compilador x si acaso, un saludooo


Código:
** Executing...
** Command: "d:\juegos\steam\steamapps\common\left 4 dead\bin\vbsp.exe"
** Parameters: -game "d:\juegos\steam\steamapps\common\left 4 dead\left4dead" "D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\ESJ\oro1\odv\l4d_sj07"

Valve Software - vbsp.exe (May  6 2009)
1 threads
materialPath: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\materials
Loading D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\ESJ\oro1\odv\l4d_sj07.vmf
Can't find surfaceprop cloth for material BUILDINGS/AWNING_BLUE, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5.Compact released 327680 bytes to the backing store
..6...7...8...9...10 (7)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2381.0 907.5 -187.0)
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: Brush 865105: 

ProcessBlock_Thread: 0...1...2...3...4...5.Compact freed 6029312 bytes from virtual heap (up to 256k still committed)
..6...7...8...9...10 (5)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1303.6 1904.9 -497.5)
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: Brush 807734: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2381.0 907.5 -187.0)
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: Brush 865105: 

Processing areas...done (0)
Building Faces...done (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 44 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (11)




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Antiguo
Fr0sT is Offline
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Left 4 Dead Left 4 Dead 2
 
Mensajes: 357
Fecha de Ingreso: febrero-2009
Steam ID: h9rr9r
Logros L4D: 47/68
Predeterminado 29-may-2009, 05:20

sigo con el codigo q no entraba xD
Código:
writing D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\ESJ\oro1\odv\l4d_sj07.prt...Building visibility clusters...
done (3)
Compact freed 851968 bytes from virtual heap (up to 256k still committed)
Compact released 131072 bytes to the backing store
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Compact freed 262144 bytes from virtual heap (up to 256k still committed)
Compact freed 131072 bytes from virtual heap (up to 256k still committed)
Compact freed 65536 bytes from virtual heap (up to 256k still committed)
Compact freed 65536 bytes from virtual heap (up to 256k still committed)
Compact freed 65536 bytes from virtual heap (up to 256k still committed)
Compact freed 655360 bytes from virtual heap (up to 256k still committed)
done (2) (1243407 bytes)
Static prop models/props_windows/window_urban_sash_48_88.mdl outside the map (395.83, 1051.39, -10.85)
Static prop models/props_windows/window_urban_bars_med.mdl outside the map (346.58, 1055.09, 37.08)
Error! prop_static using model "models/props_c17/furniturechair001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturechair001a.mdl"!
Error! To use model "models/props_debris/tv_monitor01.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_debris/tv_monitor01.mdl"!
Error! prop_static using model "models/props_interiors/styrofoam_cups_p3.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/styrofoam_cups_p3.mdl"!
Error! prop_static using model "models/props_junk/garbage_cellphone01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_cellphone01a.mdl"!
Error! prop_static using model "models/props_junk/shoe001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/shoe001a.mdl"!
Error! prop_static using model "models/props_misc/pot-2.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_misc/pot-2.mdl"!
Error! prop_static using model "models/props_furniture/picture_frame4.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_furniture/picture_frame4.mdl"!
Error! prop_static using model "models/props_furniture/picture_frame1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_furniture/picture_frame1.mdl"!
Error! prop_static using model "models/props/cs_office/trash_can.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/trash_can.mdl"!
Error! prop_static using model "models/props_unique/airport/luggage1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_unique/airport/luggage1.mdl"!
Error! prop_static using model "models/props_unique/airport/luggage4.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_unique/airport/luggage4.mdl"!
Error! prop_static using model "models/props_unique/airport/luggage2.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_unique/airport/luggage2.mdl"!
Compact freed 458752 bytes from virtual heap (up to 256k still committed)
Compact freed 196608 bytes from virtual heap (up to 256k still committed)
Compact freed 131072 bytes from virtual heap (up to 256k still committed)
Compact freed 262144 bytes from virtual heap (up to 256k still committed)
Error! prop_static using model "models/props_unique/airport/line_post.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_unique/airport/line_post.mdl"!
Compact freed 327680 bytes from virtual heap (up to 256k still committed)
Error! prop_static using model "models/props_junk/garbage_pizzabox01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_pizzabox01a.mdl"!
Error! prop_static using model "models/props_junk/garbage_sodacan01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_sodacan01a.mdl"!
Compact freed 393216 bytes from virtual heap (up to 256k still committed)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10734 texinfos to 7972
Reduced 295 texdatas to 242 (11544 bytes to 9912)
Writing D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\ESJ\oro1\odv\l4d_sj07.bsp
54 seconds elapsed
***VPK: FindFile Attempting to use full path with VPK file!
	File: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\\cfg\commandline.cfg
***VPK: FindFile Attempting to use full path with VPK file!
	File: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\reslists\l4d_sj07.dict
***VPK: FindFile Attempting to use full path with VPK file!
	File: d:\juegos\steam\steamapps\common\left 4 dead\left4dead\reslists_xbox\l4d_sj07.dict

** Executing...
** Command: "d:\juegos\steam\steamapps\common\left 4 dead\bin\vvis.exe"
** Parameters: -game "d:\juegos\steam\steamapps\common\left 4 dead\left4dead" -fast "D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\ESJ\oro1\odv\l4d_sj07"

Valve Software - vvis.exe (May  6 2009)
fastvis = true
1 threads
reading d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\esj\oro1\odv\l4d_sj07.bsp
reading d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\esj\oro1\odv\l4d_sj07.prt
11043 portalclusters
37904 numportals
The map overflows the max portal count (37904 of max 32768)!


** Executing...
** Command: "d:\juegos\steam\steamapps\common\left 4 dead\bin\vrad.exe"
** Parameters:  -game "d:\juegos\steam\steamapps\common\left 4 dead\left4dead" -noextra "D:\Juegos\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\NSJ\ESJ\oro1\odv\l4d_sj07"

Valve Software - vrad.exe SSE (May  6 2009)

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

Loading d:\juegos\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\nsj\esj\oro1\odv\l4d_sj07.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (15.74 seconds)
30559 faces
2 degenerate faces
4670559 square feet [672560512.00 square inches]
87 Displacements
234380 Square Feet [33750764.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.2062 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (47)
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 (237)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  19/1024          912/49152    ( 1.9%) 
brushes               3285/8192        39420/98304    (40.1%) 
brushsides           20121/65536      160968/524288   (30.7%) 
planes                9124/65536      182480/1310720  (13.9%) 
vertexes             52588/65536      631056/786432   (80.2%) VERY FULL!
nodes                20471/65536      655072/2097152  (31.2%) 
texinfos              7972/12288      573984/884736   (64.9%) 
texdata                242/2048         7744/65536    (11.8%) 
dispinfos               87/0           15312/0        ( 0.0%) 
disp_verts            2719/0           54380/0        ( 0.0%) 
disp_tris             3744/0            7488/0        ( 0.0%) 
disp_lmsamples       48040/0           48040/0        ( 0.0%) 
faces                30559/65536     1711304/3670016  (46.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            13891/65536      777896/3670016  (21.2%) 
leaves               20491/65536      655712/2097152  (31.3%) 
leaffaces            36215/65536       72430/131072   (55.3%) 
leafbrushes          13050/65536       26100/131072   (19.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           206541/512000     826164/2048000  (40.3%) 
edges               116946/256000     467784/1024000  (45.7%) 
LDR worldlights          0/8192            0/819200   ( 0.0%) 
HDR worldlights          0/8192            0/819200   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           3980/32768       39800/327680   (12.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         62790/65536      125580/131072   (95.8%) VERY FULL!
cubemapsamples          27/1024          432/16384    ( 2.6%) 
overlays                83/512         29216/180224   (16.2%) 
LDR lightdata         [variable]    18704812/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       44701/393216   (11.4%) 
LDR ambient table    20491/65536       81964/262144   (31.3%) 
HDR ambient table    20491/65536       81964/262144   (31.3%) 
LDR leaf ambient     11203/65536      313684/1835008  (17.1%) 
HDR leaf ambient     20491/65536      573748/1835008  (31.3%) 
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]           1/46556    ( 0.0%) 
pakfile               [variable]     2486008/0        ( 0.0%) 
physics               [variable]     1243407/4194304  (29.6%) 
physics terrain       [variable]        6256/1048576  ( 0.6%) 

Level flags = 0




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(#9 (permalink))
Antiguo
2049 is Offline
Junior Member
 
Mensajes: 23
Fecha de Ingreso: julio-2009
Predeterminado 05-oct-2009, 06:07

saludos, si algun mapper tiene el error q tenia FrosT, al compilar, el motivo es que tiene que corregir los errores de los modelos, algunos modelos no pueden ser staticos,
*********************
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-622.3 3019.6 68.2)
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: Brush 303:

****************
Este error se refiere a los solidos que tienen muchos vertices a esos se los pone la propiedad de func_detail.
Responder Citando
(#10 (permalink))
Antiguo
Fr0sT is Offline
Senior Member
Left 4 Dead Left 4 Dead 2
 
Mensajes: 357
Fecha de Ingreso: febrero-2009
Steam ID: h9rr9r
Logros L4D: 47/68
Predeterminado 05-oct-2009, 20:11

gracias por la info en serio!




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