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Burner01

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Post Posted: 03-06-2009, 18:08:42 | Translate post to: ... (Click for more languages)

eu cand fac o harta dau run si selectez toate alea la normal si dau start arata lista aia cu :

** Executing...
** Command: Change Directory
** Parameters: D:\Bogdan\Jocuri\Counter Strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\de_Military Base.map" "C:\Program Files\Valve Hammer Editor\TERMINATE\de_Military Base.map"


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\qcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_Military Base"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----

************ ERROR ************
usage: qcsg [-nowadtextures] [-wadinclude <name>] [-draw] [-glview] [-noclip] [-onlyents] [-proj <name>] [-threads #] [-v] [-hullfile <name>] mapfile

** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\qbsp2.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_Military Base"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----

************ ERROR ************
usage: qbsp [-draw] [-leakonly] [-noclip] [-nofill] [-nogfx] [-notjunc] [-proj name] [-subdivide size] [-threads n] [-v] [-watervis] sourcefile

** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\vis.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_Military Base"

vis.exe v1.3 (Dec 30 1998)
---- vis ----

************ ERROR ************
usage: vis [-threads #] [-level 0-4] [-fast] [-v] bspfile

** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\qrad.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_Military Base"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads

************ ERROR ************
usage: qrad [-dump] [-inc] [-bounce n] [-threads n] [-verbose] [-terse] [-chop n] [-maxchop n] [-scale n] [-ambient red green blue] [-proj file] [-maxlight n] [-threads n] [-lights file] [-gamma n] [-dlight n] [-extra] [-smooth n] [-coring n] [-notexscale] bspfile

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Clocks

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Post Posted: 03-06-2009, 19:05:13 | Translate post to: ... (Click for more languages)

NU ai voie cu spatii libere in numele mapei:
Code:
de_Military Base

Incearca cu asta:
Code:
de_MilitaryBase
[/quote]




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Burner01

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Post Posted: 03-06-2009, 19:17:34 | Translate post to: ... (Click for more languages)

tot nu merge zice :

** Executing...
** Command: Change Directory
** Parameters: D:\Bogdan\Jocuri\Counter Strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\de_MilitaryBase.map" "C:\Program Files\Valve Hammer Editor\TERMINATE\de_MilitaryBase.map"


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\qcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_MilitaryBase"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----

************ ERROR ************
usage: qcsg [-nowadtextures] [-wadinclude <name>] [-draw] [-glview] [-noclip] [-onlyents] [-proj <name>] [-threads #] [-v] [-hullfile <name>] mapfile

** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\qbsp2.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_MilitaryBase"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----

************ ERROR ************
usage: qbsp [-draw] [-leakonly] [-noclip] [-nofill] [-nogfx] [-notjunc] [-proj name] [-subdivide size] [-threads n] [-v] [-watervis] sourcefile

** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\vis.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_MilitaryBase"

vis.exe v1.3 (Dec 30 1998)
---- vis ----

************ ERROR ************
usage: vis [-threads #] [-level 0-4] [-fast] [-v] bspfile

** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\tools\qrad.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\de_MilitaryBase"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads

************ ERROR ************
usage: qrad [-dump] [-inc] [-bounce n] [-threads n] [-verbose] [-terse] [-chop n] [-maxchop n] [-scale n] [-ambient red green blue] [-proj file] [-maxlight n] [-threads n] [-lights file] [-gamma n] [-dlight n] [-extra] [-smooth n] [-coring n] [-notexscale] bspfile

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Clocks

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Post Posted: 03-06-2009, 19:21:31 | Translate post to: ... (Click for more languages)

Eroarea vine de la uneltele de compilare vad.Am auzit ca cele default din hammer sunt varza.Downloadeza ZHLT de AICI si dezarhiveaza-le oriunde.Mergi la options si configureaza hammer in asa fel incat sa foloseasca acele unelte.Adica in loc de qcsg il pui sa foloseasa hlcsg
,in loc de qmap sa foloseasca hlmap etc




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Burner01

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Post Posted: 03-06-2009, 19:38:15 | Translate post to: ... (Click for more languages)

ms mult dar vreau sa mai stiu cum aleg cand fac o harta o grosime mai precisa a zidurilor ca eu cand vreau sal fac normal este prea gros si cand il fac mai mic se micsoreaza de tot

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

gata am reusit multumesc clocks am facut cum ai spus si am reusit

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

asa deci mi sa terminat chestia aia cu compilarea dar unde gasesc fisierul de lam transformat in bsp ca in terminate nul vad

//ion: Foloseste functia EDIT pentru a evita posturile consecutive.

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Clocks

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Post Posted: 03-06-2009, 20:04:34 | Translate post to: ... (Click for more languages)

te duci tot la configurare si cauti acolo fisierul in care bsp va fi creat!



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Burner01

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Post Posted: 03-06-2009, 20:10:52 | Translate post to: ... (Click for more languages)

zimi unde e configurarea te rog ca nu stiu

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

nu o gasesc eu am bagat sa se salveze in folderul TERMINATE dar sunt numai fisiere cu .map ci nu cu .bsp -

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

eu cand construiesc un gard din sarma imi arata gardul cu albastru oare albastru ala dispare cand joc harta deoarece cand e albastru nu poti vedea pe cealalta parte a gardului

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Clocks

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Post Posted: 04-06-2009, 16:16:03 | Translate post to: ... (Click for more languages)

Ok! intai GATA BA CU TRIPLU POST!
Si acum gardul.Click dreapta si dai tie to entity si alegi func_wall si se rezolva




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Burner01

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Post Posted: 04-06-2009, 19:38:21 | Translate post to: ... (Click for more languages)

dar nu am gasit mapele de format .bsp
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Clocks

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Post Posted: 04-06-2009, 20:27:01 | Translate post to: ... (Click for more languages)

Uite iti mai explic odata.Dai f9 in hammer si ar trebui sa vezi compile mode.Alege SIMPLE nu EXPERT!Apoi compileaz-o.Cauta in folderul in care ai instalat hammer mapa sau dai search din start menu Sigh



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Burner01

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Post Posted: 04-06-2009, 20:37:02 | Translate post to: ... (Click for more languages)

am facut tot cum ai spus am dat serarch nu o gaseste chiar nu exista in calculator -(

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

cand dau so compileze scrie asa:


** Executing...
** Command: Change Directory
** Parameters: D:\Bogdan\Jocuri\Counter Strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\aim_target.map" "C:\Program Files\Valve Hammer Editor\TERMINATE\aim_target.map"


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\New Folder\hlcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\aim_target"

Unknown option "Editor\New"
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 ([email protected])

-= 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
-cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file : specify list of entities to retexture with NULL
-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)
-lightdata # : Alter maximum lighting 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: C:\PROGRA~1\Valve Hammer Editor\New Folder\hlbsp.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\aim_target"

Unknown option "Editor\New"
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 ([email protected])

-= 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)
-noopt : Don't optimize planes on BSP write (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting 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: C:\PROGRA~1\Valve Hammer Editor\New Folder\hlvis.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\aim_target"

Unknown option "Editor\New"
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 ([email protected])

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : 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: C:\PROGRA~1\Valve Hammer Editor\New Folder\hlrad.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\aim_target"

Unknown option "Editor\New"
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 ([email protected])

-= 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)
-lightdata # : Alter maximum lighting 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



dupa cate vad eu cred ca e bine

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ChAoS

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Post Posted: 23-06-2009, 22:12:44 | Translate post to: ... (Click for more languages)

Clocks wrote:
Ok! intai GATA BA CU TRIPLU POST!
Si acum gardul.Click dreapta si dai tie to entity si alegi func_wall si se rezolva


gresit,vad ca dgb raspunzi.

func_Wall sau sa altcv .. poate vrea un gard prin care poti trece

hai sa luam func_Wall cai cel mai bun la ziduri , dar trebuie sa alegi si la render mode : solid -

@Burner01 da add la chaosmedia90 sati dau un compilator bun



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ion

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Post Posted: 24-06-2009, 01:18:49 | Translate post to: ... (Click for more languages)

ChAoS wrote:
Clocks wrote:
Ok! intai GATA BA CU TRIPLU POST!
Si acum gardul.Click dreapta si dai tie to entity si alegi func_wall si se rezolva


gresit,vad ca dgb raspunzi.

func_Wall sau sa altcv .. poate vrea un gard prin care poti trece

hai sa luam func_Wall cai cel mai bun la ziduri , dar trebuie sa alegi si la render mode : solid -

@Burner01 da add la chaosmedia90 sati dau un compilator bun


cam acelasi lucru l-a zis si clocks. daca te mai legi aiurea de el, risti sa zbori de pe forum -

ps: ai uitat sa precizezi ca, in cazul unui gard de sarma, ceea ce vrea el sa faca, trebuie sa setat atributul FX amount la 255.

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ChAoS

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Post Posted: 25-06-2009, 15:19:14 | Translate post to: ... (Click for more languages)

ion.mzk wrote:
ChAoS wrote:
Clocks wrote:
Ok! intai GATA BA CU TRIPLU POST!
Si acum gardul.Click dreapta si dai tie to entity si alegi func_wall si se rezolva


gresit,vad ca dgb raspunzi.

func_Wall sau sa altcv .. poate vrea un gard prin care poti trece

hai sa luam func_Wall cai cel mai bun la ziduri , dar trebuie sa alegi si la render mode : solid -

@Burner01 da add la chaosmedia90 sati dau un compilator bun


cam acelasi lucru l-a zis si clocks. daca te mai legi aiurea de el, risti sa zbori de pe forum -

ps: ai uitat sa precizezi ca, in cazul unui gard de sarma, ceea ce vrea el sa faca, trebuie sa setat atributul FX amount la 255.


vezi cum vorbesti , u stai si fa 5 pereti in vhe si apoi mai vorbim asa ca taci

fx amount seteaza vizibilitatea incepatorule

el a zis func_Wall , dar tot negru se vede pentru ca trebuie s alegi solid la render moder



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ion

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Post Posted: 25-06-2009, 18:32:37 | Translate post to: ... (Click for more languages)

n-am zis ca nu ai dreptate, doar ca ai uitat sa precizezi de atributul respectiv. daca nu ar seta 255, i-ar iesi gardul de sarma, pe care doreste el sa-l faca, negru. cat despre mine.. am facut mai mult de 5 pereti in vhe: http://forum.wow-freakz.com/awp_india2_beta-t18397.html

le: ma prefac ca am uitat de promisiunea facuta, dar daca nu-ti schimbi atitudinea de atotstiutor chiar vei zbura. saliu

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