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Board index : Mods del Half Life 1 y 2 : Natural selection

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 Post subject: Valve Hammer Editor
PostPosted: Thu Sep 16, 2004 5:14 pm 
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tropilla
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Joined: Mon Aug 16, 2004 11:49 am
Posts: 46
Location: España, Terrassa
Para Crear maps de los juegos del ns , cs ect

Aqui Teneis el Link casi todo lo Necesario Para Crear Un Map --Tambien ay Tutoriales

http://mapland.puertobaires.com/downloa ... utiles.php


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 Post subject:
PostPosted: Fri Sep 17, 2004 1:39 am 
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Puto Admin
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En la pagina que puso Spaw! en el post anterior esta todo lo necesario para empezar a hacer mapas , ademas hay algun buen tutorial , por si acaso aqui teneis mas tutoriales :
http://www.natural-selection.org/Mappin ... lines.html
http://ns.valve-erc.com/
http://nsworld.ns-central.co.uk/mapping ... gGuide.php
http://www.natural-selection.org/forums ... opic=60948


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PostPosted: Fri Sep 17, 2004 1:41 pm 
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veterano
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Location: Planeta feliz de la galaxia sonriente
Cual me bajo? supongo k el Valve hammer editor 3.5 .... pero es k ocupa menos k el 3.4

y los tutoriales?
(lo pregunto por la http://mapland.puertobaires.com/downloa ... utiles.php)


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 Post subject:
PostPosted: Sun Mar 06, 2005 2:24 pm 
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recien llegado
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Joined: Sun Feb 27, 2005 7:03 pm
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Tengo un problema con el mapa que estoy haciendo.

El VHE cuando compila no me tira ningun error, y cuando le doy a "check for problems" me dice "No errors were found". En cambio, cuando le doy a jugar al NS y creo un server para jugar mi mapa, me tira el siguiente error "Bad surface extents 240/14640 at position (3420,3839,3456).

Hay una pagina donde explican todos los errores, pero mi ingles esta a lvl 0 y no entiendo como solucionar el problema.

Aqui va el error y la solucion:
Quote:
Bad Surface Extents
This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.

If the numbers given include a 0, such as 16345/0, it often (but not always) means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster.
If it is numbers like 3456/2 or 3/532 then it usually means a stretching texture problem. These often come from "fitting" a texture to a brush, especially thin brushes like signs or doors. Then a texture may get shrunk too far also, so do not go below 0.1 for scale or over 10 for scale, either causes frequent problems.
If the editor cannot find it for you, using the Big block elimination method or the cordon tool may be you best bet to figuring this out, unless you want to start ripping your level apart....


Haber si alguien me echa una manilla :roll:


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 Post subject:
PostPosted: Sun Mar 06, 2005 3:09 pm 
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tropilla
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Joined: Mon Aug 16, 2004 11:49 am
Posts: 46
Location: España, Terrassa
Prueba de el compilar el map con este Programa LMC 0.0.7

Lithium Map Compiler b0.0.7 /buscalo ya que este link no funciona o si no te lo vajarias de ay http://mapland.puertobaires.com/downloa ... utiles.php

Descripcion del Programa

Este programa optimizara y facilitara el proceso de compilacion de tus mapas realizando pruebas de errores antes y despues de la misma.
Lithium Map Compiler: entorno gráfico para los compiladores ZHLT.


Last edited by [LNX]$p@w! on Sat Mar 12, 2005 11:42 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sun Mar 06, 2005 7:47 pm 
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veterano
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Joined: Tue Sep 14, 2004 2:18 pm
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Location: Planeta feliz de la galaxia sonriente
complicar no!!! compilar

complicar = hacer mas complicado/dificil


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Board index : Mods del Half Life 1 y 2 : Natural selection


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