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Barra de Vida (AYUDA)
#10

(12/01/2017, 01:52 AM)BetanSaim escribió:  Si un model es una entidad, una entidad no puede ser un model? att: Filosoraptor

te digo es viceversa todo esto, yo acepto lo que me dices, puedes aceptar lo que te digo? 
tengo pruebas de esto y si en el cs puede decirte 512, pero esa no es la realidad, a la realidad el compilador casi se acerca pero aun asi no... la realidad es cuando tu haces pruebas, testeas y te salen errores. 

models            124/400         7936/25600    (31.0%) -  AQUI .... no me vengas con eso... cuando hice las pruebas con el monton de func_break no habia llegado a los 400, llego a 370 models si mal no recuerdo y ya tiraba error y no entiendo de eso de no steam, yo tengo counter strike no steam algun problema con eso? :V

con respecto a lo del func_guntarget no tienes algun tutorial o algun rmf donde hagan ese sistema de torretas? me intereza mucho saberlo es una de las principales cosas que necesito. 
necesito una entidad que le haga daño al enemigo, y bueno si es deathmatch me da igual, pero me intereza saberlo

Recuerda qué podes convertir varios sólidos en func_wall/toggle, y así eso no serán contados como un entidad aparte, es decir, que si agrupas muchos sólidos en un sola entidad(func_wall, etc) solo se contará como una entidad y no como varios, mejor explicado... dejo imágenes(y logs).

grupo de func_wall_toggle, es decir todas esas cajas son una sola func_wall_toggle.
[Imagen: capture_20170112_145654.png]

Logs:
hlcsg v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlcsg.exe" -nowadtextures -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -nowadtextures -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" -wadautodetect 
Entering C:\Program Files (x86)\Batch Compiler\Mapas compilados\test.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       4 ] [  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              [    High ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [     off ] [     off ]
clip hull type        [  simple ] [  simple ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      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:
 (0.04 seconds)
CSGBrush:
 (0.00 seconds)

Including Wadfile: \valve hammer editor\texturas\texture_map_pack.wad
 - Contains 3 used textures, 75.00 percent of map (826 textures in wad)
Including Wadfile: \valve hammer editor\texturas\zhlt.wad
 - Contains 1 used texture, 25.00 percent of map (19 textures in wad)

Wad files required to run the map: (None)
Texture usage is at 0.18 mb (of 32.00 mb MAX)
0.39 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlbsp.exe" -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" -chart 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 33554432 ] [ 33554432 ]
priority            [    High ] [  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] 17 (0.00 seconds)
BSP generation successful, writing portal file 'C:\Program Files (x86)\Batch Compiler\Mapas compilados\test.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
Reduced 1279 clipnodes to 1241
Reduced 135 texinfos to 133
Reduced 4 texdatas to 4 (186188 bytes to 186188)
Reduced 646 planes to 301
FixBrinks:
Increased 1241 clipnodes to 1241.

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              2/512          128/32768    ( 0.4%)
planes            301/32768       6020/655360   ( 0.9%)
vertexes         4280/65535      51360/786420   ( 6.5%)
nodes             883/32767      21192/786408   ( 2.7%)
texinfos          133/32767       5320/1310680  ( 0.4%)
faces            2913/65535      58260/1310700  ( 4.4%)
* worldfaces      174/32768          0/0        ( 0.5%)
clipnodes        1241/32767       9928/262136   ( 3.8%)
leaves            451/32760      12628/917280   ( 1.4%)
* worldleaves       2/8192           0/0        ( 0.0%)
marksurfaces     3002/65535       6004/131070   ( 4.6%)
surfedges       14510/512000     58040/2048000  ( 2.8%)
edges            7282/256000     29128/1024000  ( 2.8%)
texdata          [variable]     186188/33554432 ( 0.6%)
lightdata        [variable]          0/50331648 ( 0.0%)
visdata          [variable]          0/8388608  ( 0.0%)
entdata          [variable]        629/2097152  ( 0.0%)
* AllocBlock        6/64             0/0        ( 9.4%)
4 textures referenced
=== Total BSP file data space used: 444825 bytes ===
Wad files required to run the map: (None)
0.90 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlvis.exe" -full -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -full -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
   2 portalleafs
   0 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  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            [    High ] [  Normal ]

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


BasePortalVis:
 (0.00 seconds)
LeafThread:
 (0.00 seconds)
average leafs visible: 1
g_visdatasize:2  compressed from 2
0.02 seconds elapsed

-----   END   hlvis -----



hlrad v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlrad.exe" -extra -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -extra -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 4 ] [            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             [              High ] [            Normal ]

fast rad             [               off ] [               off ]
vismatrix algorithm  [            Sparse ] [            Sparse ]
oversampling (-extra)[                on ] [               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:
4 textures referenced
Reading texlights from 'C:\Program Files (x86)\Batch Compiler\ZHLT v34\lights.rad'
0 opaque models
0 opaque faces
2913 faces
Create Patches : 8327 base patches
109970 square feet [15835712.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
 (1.06 seconds)
BuildFacelights:
 (5.69 seconds)
BuildVisLeafs:
 (1.57 seconds)
visibility matrix   :   6.2 megs
MakeScales:
 (1.75 seconds)
Transfer Lists :    11590930 :    11.59M transfers
       Indices :     4826048 :     4.60M bytes
          Data :    23202170 :    22.13M bytes
Bounce 1 GatherLight:
 (0.16 seconds)
Bounce 2 GatherLight:
 (0.15 seconds)
Bounce 3 GatherLight:
 (0.16 seconds)
Bounce 4 GatherLight:
 (0.16 seconds)
Bounce 5 GatherLight:
 (0.16 seconds)
Bounce 6 GatherLight:
 (0.16 seconds)
Bounce 7 GatherLight:
 (0.16 seconds)
Bounce 8 GatherLight:
 (0.16 seconds)
CreateTriangulations:
 (0.06 seconds)
AddPatchLights:
 (1.06 seconds)
FinalLightFace:
 (0.01 seconds)
12.80 seconds elapsed

-----   END   hlrad -----

Para resumirlo:
Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              2/512          128/32768    ( 0.4%)

Esos 2 son las entidades info_player_start y deathmach

Ahora.... todas esas cajas convertidas una por una en entidad.

Logs:
hlcsg v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlcsg.exe" -nowadtextures -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -nowadtextures -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" -wadautodetect 
Entering C:\Program Files (x86)\Batch Compiler\Mapas compilados\test.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       4 ] [  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              [    High ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [     off ] [     off ]
clip hull type        [  simple ] [  simple ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      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:
 (0.03 seconds)
CSGBrush:
 (0.00 seconds)

Including Wadfile: \valve hammer editor\texturas\texture_map_pack.wad
 - Contains 3 used textures, 75.00 percent of map (826 textures in wad)
Including Wadfile: \valve hammer editor\texturas\zhlt.wad
 - Contains 1 used texture, 25.00 percent of map (19 textures in wad)

Wad files required to run the map: (None)
Texture usage is at 0.18 mb (of 32.00 mb MAX)
0.30 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlbsp.exe" -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" -chart 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 33554432 ] [ 33554432 ]
priority            [    High ] [  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] 17 (0.00 seconds)
BSP generation successful, writing portal file 'C:\Program Files (x86)\Batch Compiler\Mapas compilados\test.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
Reduced 9180 clipnodes to 9180
Reduced 126 texinfos to 126
Reduced 4 texdatas to 4 (186188 bytes to 186188)
Reduced 672 planes to 314
FixBrinks:
Increased 9180 clipnodes to 9180.

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            510/512        32640/32768    (99.6%)
planes            314/32768       6280/655360   ( 1.0%)
vertexes         4292/65535      51504/786420   ( 6.5%)
nodes            3065/32767      73560/786408   ( 9.4%)
texinfos          126/32767       5040/1310680  ( 0.4%)
faces            3228/65535      64560/1310700  ( 4.9%)
* worldfaces      174/32768          0/0        ( 0.5%)
clipnodes        9180/32767      73440/262136   (28.0%)
leaves           3057/32760      85596/917280   ( 9.3%)
* worldleaves       2/8192           0/0        ( 0.0%)
marksurfaces     3228/65535       6456/131070   ( 4.9%)
surfedges       13032/512000     52128/2048000  ( 2.5%)
edges            6543/256000     26172/1024000  ( 2.6%)
texdata          [variable]     186188/33554432 ( 0.6%)
lightdata        [variable]          0/50331648 ( 0.0%)
visdata          [variable]          0/8388608  ( 0.0%)
entdata          [variable]      42680/2097152  ( 2.0%)
* AllocBlock       10/64             0/0        (15.6%)
4 textures referenced
=== Total BSP file data space used: 706244 bytes ===
Wad files required to run the map: (None)
0.81 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlvis.exe" -full -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -full -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
   2 portalleafs
   0 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  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            [    High ] [  Normal ]

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


BasePortalVis:
 (0.00 seconds)
LeafThread:
 (0.00 seconds)
average leafs visible: 1
g_visdatasize:2  compressed from 2
0.02 seconds elapsed

-----   END   hlvis -----



hlrad v3.4 VL34 64-bit (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: "C:\Program Files (x86)\Batch Compiler\ZHLT v34\hlrad.exe" -extra -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 
Arguments: -extra -high "C:\Program Files (x86)\Batch Compiler\Mapas compilados\test" 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 4 ] [            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             [              High ] [            Normal ]

fast rad             [               off ] [               off ]
vismatrix algorithm  [            Sparse ] [            Sparse ]
oversampling (-extra)[                on ] [               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:
4 textures referenced
Reading texlights from 'C:\Program Files (x86)\Batch Compiler\ZHLT v34\lights.rad'
0 opaque models
0 opaque faces
3228 faces
Create Patches : 14553 base patches
186020 square feet [26786880.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
 (1.52 seconds)
BuildFacelights:
 (7.97 seconds)
BuildVisLeafs:
 (4.90 seconds)
visibility matrix   :  23.5 megs
MakeScales:
 (7.39 seconds)
Transfer Lists :    37304091 :    37.30M transfers
       Indices :    22432000 :    21.39M bytes
          Data :    74645733 :    71.19M bytes
Bounce 1 GatherLight:
 (0.66 seconds)
Bounce 2 GatherLight:
 (0.66 seconds)
Bounce 3 GatherLight:
 (0.65 seconds)
Bounce 4 GatherLight:
 (0.64 seconds)
Bounce 5 GatherLight:
 (0.66 seconds)
Bounce 6 GatherLight:
 (0.71 seconds)
Bounce 7 GatherLight:
 (0.65 seconds)
Bounce 8 GatherLight:
 (0.67 seconds)
CreateTriangulations:
 (0.06 seconds)
AddPatchLights:
 (1.06 seconds)
FinalLightFace:
 (0.01 seconds)
28.67 seconds elapsed

-----   END   hlrad -----

Resumiendo:
Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            510/512        32640/32768    (99.6%)


Es solo saber optimizar el mapa y todo saldrá bien, no tendrás ningún error. Guiño
Firma de FreDDy_
Tienes dudas / problemas mapping? 
http://www.mundomapping.net/forum.php
Responder


Mensajes en este tema
Barra de Vida (AYUDA) - por BetanSaim - 10/01/2017, 04:36 PM
RE: Barra de Vida (AYUDA) - por Totopizza - 10/01/2017, 09:35 PM
RE: Barra de Vida (AYUDA) - por BetanSaim - 11/01/2017, 03:57 PM
RE: Barra de Vida (AYUDA) - por CaraotasDeOro - 11/01/2017, 06:36 PM
RE: Barra de Vida (AYUDA) - por FreDDy_ - 11/01/2017, 09:57 PM
RE: Barra de Vida (AYUDA) - por BetanSaim - 11/01/2017, 10:40 PM
RE: Barra de Vida (AYUDA) - por FreDDy_ - 11/01/2017, 11:35 PM
RE: Barra de Vida (AYUDA) - por BetanSaim - 11/01/2017, 11:56 PM
RE: Barra de Vida (AYUDA) - por BetanSaim - 12/01/2017, 01:52 AM
RE: Barra de Vida (AYUDA) - por FreDDy_ - 12/01/2017, 12:10 PM
RE: Barra de Vida (AYUDA) - por BetanSaim - 12/01/2017, 06:42 PM

Salto de foro:


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