Agregar zona de Buy
#1
Exclamación 
Buenas, ya estoy creando mi primer map Gran sonrisa Poco a poco estoy aprendiendo ya hise todo y puse los players tambien los ct y los tt en los map solo me falta agregar la zona de compra donde sale ? para ponerla?

__________________________________________________
Quiero ser un gran mapper, Deseo aprender.! Proud
SI NO VAS AYUDAR, POR FAVOR NO COMENTARLovepanda
Responder
#2
Es fácil Whatever Whatever Whatever

Enlaza el bloque o cubo con la entidad con func_buyzone y selecciona el mando. Mas nada...

http://prntscr.com/oed6qc

Aunque no muchos lo ponen... Whatever
[Imagen: jrXxqRT.png]
*Maper Del Cstrike* - *Estudiante De Sistema*
(03/09/2018, 08:32 PM)Skylar escribió: Obviamente, no va a hablar con super pro para que le mueva el thread
(04/01/2019, 05:12 PM)Pan Bimbo (? escribió: QUE HICISTE QUE??????? YO QUERIA LA PLACA DE VIDEO PORQUE LA TIRASTE CTM
(15/01/2019, 04:08 AM)FreDDy escribió:
(15/01/2019, 03:45 AM)Hernandez escribió: Qué más dan las palabras si a donde vayas están en tetas protestando sin sentido

No todas salen en tetas y no todas protestan sin sentido. Estás generalizando algo que sólo unas pocas lo hacen a diferencia de las muchas que realmente tienen un motivo para protestar.
(17/01/2019, 12:34 PM)totopizza escribió: el orden de los factores no altera el producto xD
(23/01/2019, 01:10 AM)GoldenCosta escribió:
Cita:E visto que este ZP , ESTA AQUI EN EL FORO PERO NO ES EL ORIGINAL POR QUE? , LE FALTAN MILES DE COSAS ESTA BUGEADO , LE FALTAN CÓDIGOS NI SE IMAGINAN , BUENO EL MOD ESTE SE VENDE POR 70 DOLARES , ACEPTO PAYPAL Y EN PESOS CHILENOS $42.584
ya esta publicado.... y 70 us en arg son 2625,35 pesos... estas loco con esa guita neel mantiene el foro por 2 años
(23/01/2019, 01:17 AM)Skylar escribió:
(22/01/2019, 10:30 PM)el_juan_fail escribió:
(22/01/2019, 10:03 AM)Neeeeeeeeeel.- escribió: Por favor subir las cosas al foro y no links a blogs externos. Solamente en caso de que haya recursos que no se pudiesen subir por un tema de tamaño, poenr un link de descarga directo (tipo mega) de los recursos y subir los plugins y demás archivos livianos al foro.

deberia ponerle en un link mediante el mediafire o mega o link externo lo que sea pero no es bueno dejar cosa agregada sin descargar solo por el blog no se puede se puede bajar el recurso o que haya sido creado disculpa neeeeel. estaba leyendose las reglas u.uMario

Dijiste lo mismo que dijo Neeel!
(27/02/2019, 08:00 PM)Sugisaki escribió:
(27/02/2019, 05:37 PM)Pan Bimbo (? escribió:
(27/02/2019, 12:06 AM)luxor xD escribió: Hola, si precacheo algo en un plugin, no es necesario precachearlo en otro plugin?

Si yo cargo una caja en un camion, mi amigo puede cargar la MISMA caja en el camion?, y no porque ya esta cargada.
[R]ak escribió: Mis conocimientos aumentaron un 500% con este post
(14/03/2019, 10:26 PM)KrR10VnZl escribió: en Venezuela aprendes a ser desde bombas molotov hasta velas, es algo así como supervivencia al desnudo jaja
(18/04/2019, 11:04 PM)Jose88 escribió:
(18/04/2019, 09:55 PM)Hypnotize escribió: arriba marica

papa me va perdonar pero aquí no sale ningún download. solo sale esto

Código PHP:
PDNiños Ratas eviten sacar el autor jaja.
REMOVIDO POR TUTOR Y SLOWHACK
(21/04/2019, 09:38 AM)SHENK! =D escribió: ASDASD

Si nos organizamos cojemos todos.
(11/08/2019, 05:11 PM)Cr3470r escribió: Todo Software es crackeable ... No importa cuantas validaciones hagan, la ventaja siempre la tenemos nosotros ...
(28/07/2015, 09:34 PM)Nazi.- escribió: :ohgodwhy buen aporte

PD: situación sentimental: Sin internetOh god why

Sigue así Proud

(28/02/2020, 12:23 AM)Skylar escribió:
(27/02/2020, 11:28 PM)4evergaming escribió: Ya me puse como autor y lo subi a mi empresa


Abrazos

FIX
Responder
#3
(12/07/2019, 10:35 PM)El pirucho XP-007 escribió: Es fácil Whatever Whatever Whatever

Enlaza el bloque o cubo con la entidad con func_buyzone y selecciona el mando. Mas nada...

http://prntscr.com/oed6qc

Aunque no muchos lo ponen... Whatever
Si si, vi un video y ya se como hacerlo, ahora al compilar me dice acceso denegado, luego me descarge el barcht compiler y hice todo lo que hiso en el video y no me saca el bsp, solo tengo el .map Triste
SI NO VAS AYUDAR, POR FAVOR NO COMENTARLovepanda
Responder
#4
(12/07/2019, 10:42 PM)DavidLG escribió: Si si, vi un video y ya se como hacerlo, ahora al compilar me dice acceso denegado, luego me descarge el barcht compiler y hice todo lo que hiso en el video y no me saca el bsp, solo tengo el .map Triste

Que dice el log del mapa o el compilado?

Ejemplo:
Cita:hlcsg v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlcsg.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low -wadautodetect
Entering C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.08 seconds)
CSGBrush:
(0.23 seconds)

Including Wadfile: \Respaldo De Jesus\Mapas En Elaboracion Del VHE\VZHLT v34\tools\zhlt.wad
- Contains 1 used texture, 14.29 percent of map (22 textures in wad)
Using Wadfile: \Program Files\Valve\Half-Life\cstrike\cs_assault.wad
- Contains 5 used textures, 71.43 percent of map (22 textures in wad)
Using Wadfile: \Program Files\Valve\Half-Life\valve\halflife.wad
- Contains 1 used texture, 14.29 percent of map (3116 textures in wad)

Wad files required to run the map: "cs_assault.wad;halflife.wad;"
Texture usage is at 0.13 mb (of 32.00 mb MAX)
0.88 seconds elapsed

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



hlbsp v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlbsp.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]


SolidBSP [hull 0] 57 (0.14 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic.prt'
SolidBSP [hull 1] 52 (0.14 seconds)
SolidBSP [hull 2] 47 (0.08 seconds)
SolidBSP [hull 3] 53 (0.09 seconds)
Reduced 228 clipnodes to 224
Reduced 26 texinfos to 26
Reduced 7 texdatas to 7 (22844 bytes to 22844)
Reduced 386 planes to 150
FixBrinks:
Increased 224 clipnodes to 224.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/512 256/32768 ( 0.8%)
planes 150/32768 3000/655360 ( 0.5%)
vertexes 232/65535 2784/786420 ( 0.4%)
nodes 85/32767 2040/786408 ( 0.3%)
texinfos 26/32767 1040/1310680 ( 0.1%)
faces 168/65535 3360/1310700 ( 0.3%)
* worldfaces 138/32768 0/0 ( 0.4%)
clipnodes 224/32767 1792/262136 ( 0.7%)
leaves 55/32760 1540/917280 ( 0.2%)
* worldleaves 23/8192 0/0 ( 0.3%)
marksurfaces 208/65535 416/131070 ( 0.3%)
surfedges 808/512000 3232/2048000 ( 0.2%)
edges 419/256000 1676/1024000 ( 0.2%)
texdata [variable] 22844/33554432 ( 0.1%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 997/2097152 ( 0.0%)
* AllocBlock 1/64 0/0 ( 1.6%)
7 textures referenced
=== Total BSP file data space used: 44977 bytes ===
Wad files required to run the map: "cs_assault.wad;halflife.wad;"
1.76 seconds elapsed

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



hlvis v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlvis.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low
23 portalleafs
48 numportals

-= Current hlvis 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 [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.20 seconds)
LeafThread:
(0.16 seconds)
average leafs visible: 12
g_visdatasize:73 compressed from 69
0.48 seconds elapsed

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



hlrad v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlrad.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low

-= Current hlrad 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 [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]


Load Textures:
Using Wadfile: C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic.wa_
7 textures referenced
Reading texlights from 'D:\Respaldo De Jesus\Mapas En Elaboracion Del VHE\VZHLT v34\tools\lights.rad'
0 opaque models
0 opaque faces
168 faces
Create Patches : 639 base patches
11520 square feet [1659008.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(1.18 seconds)
BuildFacelights:
(11.67 seconds)
BuildVisLeafs:
(0.36 seconds)
visibility matrix : 0.1 megs
MakeScales:
(0.95 seconds)
Transfer Lists : 144776 : 144.78k transfers
Indices : 52772 : 51.54k bytes
Data : 291454 : 284.62k bytes
Bounce 1 GatherLight:
(0.08 seconds)
Bounce 2 GatherLight:
(0.08 seconds)
Bounce 3 GatherLight:
(0.05 seconds)
Bounce 4 GatherLight:
(0.08 seconds)
Bounce 5 GatherLight:
(0.05 seconds)
Bounce 6 GatherLight:
(0.05 seconds)
Bounce 7 GatherLight:
(0.08 seconds)
Bounce 8 GatherLight:
(0.07 seconds)
CreateTriangulations:
(0.14 seconds)
AddPatchLights:
(2.45 seconds)
FinalLightFace:
(0.01 seconds)
19.01 seconds elapsed

----- END hlrad -----
Responder
#5
(12/07/2019, 11:09 PM)El pirucho XP-007 escribió:
(12/07/2019, 10:42 PM)DavidLG escribió: Si si, vi un video y ya se como hacerlo, ahora al compilar me dice acceso denegado, luego me descarge el barcht compiler y hice todo lo que hiso en el video y no me saca el bsp, solo tengo el .map Triste

Que dice el log del mapa o el compilado?

Ejemplo:
Cita:hlcsg v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlcsg.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low -wadautodetect
Entering C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.08 seconds)
CSGBrush:
(0.23 seconds)

Including Wadfile: \Respaldo De Jesus\Mapas En Elaboracion Del VHE\VZHLT v34\tools\zhlt.wad
- Contains 1 used texture, 14.29 percent of map (22 textures in wad)
Using Wadfile: \Program Files\Valve\Half-Life\cstrike\cs_assault.wad
- Contains 5 used textures, 71.43 percent of map (22 textures in wad)
Using Wadfile: \Program Files\Valve\Half-Life\valve\halflife.wad
- Contains 1 used texture, 14.29 percent of map (3116 textures in wad)

Wad files required to run the map: "cs_assault.wad;halflife.wad;"
Texture usage is at 0.13 mb (of 32.00 mb MAX)
0.88 seconds elapsed

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



hlbsp v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlbsp.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]


SolidBSP [hull 0] 57 (0.14 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic.prt'
SolidBSP [hull 1] 52 (0.14 seconds)
SolidBSP [hull 2] 47 (0.08 seconds)
SolidBSP [hull 3] 53 (0.09 seconds)
Reduced 228 clipnodes to 224
Reduced 26 texinfos to 26
Reduced 7 texdatas to 7 (22844 bytes to 22844)
Reduced 386 planes to 150
FixBrinks:
Increased 224 clipnodes to 224.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/512 256/32768 ( 0.8%)
planes 150/32768 3000/655360 ( 0.5%)
vertexes 232/65535 2784/786420 ( 0.4%)
nodes 85/32767 2040/786408 ( 0.3%)
texinfos 26/32767 1040/1310680 ( 0.1%)
faces 168/65535 3360/1310700 ( 0.3%)
* worldfaces 138/32768 0/0 ( 0.4%)
clipnodes 224/32767 1792/262136 ( 0.7%)
leaves 55/32760 1540/917280 ( 0.2%)
* worldleaves 23/8192 0/0 ( 0.3%)
marksurfaces 208/65535 416/131070 ( 0.3%)
surfedges 808/512000 3232/2048000 ( 0.2%)
edges 419/256000 1676/1024000 ( 0.2%)
texdata [variable] 22844/33554432 ( 0.1%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 997/2097152 ( 0.0%)
* AllocBlock 1/64 0/0 ( 1.6%)
7 textures referenced
=== Total BSP file data space used: 44977 bytes ===
Wad files required to run the map: "cs_assault.wad;halflife.wad;"
1.76 seconds elapsed

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



hlvis v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlvis.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low
23 portalleafs
48 numportals

-= Current hlvis 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 [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.20 seconds)
LeafThread:
(0.16 seconds)
average leafs visible: 12
g_visdatasize:73 compressed from 69
0.48 seconds elapsed

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



hlrad v3.4 VL34 (Aug 17 2015)
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: "D:/Respaldo De Jesus/Mapas En Elaboracion Del VHE/VZHLT v34/tools/hlrad.exe" "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic"
Arguments: "C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic" -low

-= Current hlrad 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 [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]


Load Textures:
Using Wadfile: C:\Program Files\Valve\Half-Life\cstrike\maps\test_hintbrush_basic.wa_
7 textures referenced
Reading texlights from 'D:\Respaldo De Jesus\Mapas En Elaboracion Del VHE\VZHLT v34\tools\lights.rad'
0 opaque models
0 opaque faces
168 faces
Create Patches : 639 base patches
11520 square feet [1659008.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(1.18 seconds)
BuildFacelights:
(11.67 seconds)
BuildVisLeafs:
(0.36 seconds)
visibility matrix : 0.1 megs
MakeScales:
(0.95 seconds)
Transfer Lists : 144776 : 144.78k transfers
Indices : 52772 : 51.54k bytes
Data : 291454 : 284.62k bytes
Bounce 1 GatherLight:
(0.08 seconds)
Bounce 2 GatherLight:
(0.08 seconds)
Bounce 3 GatherLight:
(0.05 seconds)
Bounce 4 GatherLight:
(0.08 seconds)
Bounce 5 GatherLight:
(0.05 seconds)
Bounce 6 GatherLight:
(0.05 seconds)
Bounce 7 GatherLight:
(0.08 seconds)
Bounce 8 GatherLight:
(0.07 seconds)
CreateTriangulations:
(0.14 seconds)
AddPatchLights:
(2.45 seconds)
FinalLightFace:
(0.01 seconds)
19.01 seconds elapsed

----- END hlrad -----
No ya mano, era porque no habia configurado las rutas en el Bacth compiler, ya logre compilarlo y me funciono a la perfeccion, gracias por ayudarme en unas bro te lo agradezco un monton.!

Aqui esta el map Sonrisa Descargatelo es gratis pacman Roflmao https://mega.nz/#!uTAh2YiY!DqcNMyarXjWSp...4mIihqQQEw
SI NO VAS AYUDAR, POR FAVOR NO COMENTARLovepanda
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