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Rolan

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Всем привет решил немного изменить карту агропром (тч) скачал конвертер и sdk 07 . Компилирую карту и открываю ее с помощью LevelEditor

но программа закрывается с ошибкой.

вот лог компиляции

can't create entity zone_gravi_zone_weak
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[quest_case_02] section not found
can't create entity quest_case_02
system.ltx:[flesh_weak] section not found
can't create entity flesh_weak
system.ltx:[pseudodog_weak] section not found
can't create entity pseudodog_weak
system.ltx:[pseudodog_weak] section not found
can't create entity pseudodog_weak
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[zone_flame_small] section not found
can't create entity zone_flame_small
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[respawn] section not found
can't create entity respawn
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mincer_average] section not found
can't create entity zone_mincer_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_mosquito_bald_average] section not found
can't create entity zone_mosquito_bald_average
system.ltx:[zone_gravi_zone_strong] section not found
can't create entity zone_gravi_zone_strong
system.ltx:[zone_gravi_zone_strong] section not found
can't create entity zone_gravi_zone_strong
system.ltx:[zone_gravi_zone_strong] section not found
can't create entity zone_gravi_zone_strong
system.ltx:[zone_gravi_zone_average] section not found
can't create entity zone_gravi_zone_average
system.ltx:[zone_gravi_zone_weak] section not found
can't create entity zone_gravi_zone_weak
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_radioactive_killing] section not found
can't create entity zone_radioactive_killing
system.ltx:[zone_mosquito_bald_strong] section not found
can't create entity zone_mosquito_bald_strong
system.ltx:[zone_mosquito_bald_strong] section not found
can't create entity zone_mosquito_bald_strong
system.ltx:[zone_mosquito_bald_strong] section not found
can't create entity zone_mosquito_bald_strong
system.ltx:[zone_mosquito_bald_strong] section not found
can't create entity zone_mosquito_bald_strong
system.ltx:[zone_mosquito_bald_strong] section not found
can't create entity zone_mosquito_bald_strong
system.ltx:[zone_mosquito_bald_strong] section not found
can't create entity zone_mosquito_bald_strong
loading level.wallmarks
loading level.snd_static
loading level.env_mod
loading level_lods.dds
loading level_lods_nm.dds
loading meshes\brkbl#0.ogf
loading gamemtl.xr
scene name: l03_agroprom
substituting shaders/textures
re-indexing shaders/textures
building detail_object.part
saving det\det_l03_agroprom
building sector.part
selected sector #32 (of 33) as default
building portal.part
building scene_object.part
calculating subdivisions
calculating external meshes
collecting subdivisions
collecting external meshes
splitting level_lods.dds/level_lods_nm.dds
compacting 2301128 verts, 1952764 faces
got 1122267 points, 124688 normals, 276402 uvs in 2.062s
cleaning geometry
removed 17 duplicate faces in 0.275s
removed 249483 back faces in 0.708s
cleaning cform
mapping 533418 CFORM verts to 1122267 visual
got 506205 matches
matching edges/faces
no edge path from 556362 (-15.937022, 0.071909, -161.542816) to 556339 (-15.9417
91, 0.064740, -161.556686)
no edge path from 556275 (-15.957295, 0.068419, -161.538712) to 556362 (-15.9370
22, 0.071909, -161.542816)
propagating game materials
restoring fake colliders
separating terrain
separating models (by merged edge-linked groups)
building edge-connected submeshes
immediate fake/MU joins: 253
submeshes (MU): 1051
submeshes (fake): 2122
submeshes (regular): 14877
reordering faces
accounting submeshes
creating collision models (MU)
creating collision models (fake)
merging fake/MU submeshes
non-fake (residue) submeshes: 0
cross-merging fake submeshes
assigning contact groups (fake)
total groups (fake): 3
creating collision models (regular)
merging submeshes (regular)
contacts (with redundancy): 45780
assigning contact groups (regular)
total groups (regular): 1096
building regular models
merging 1 orphan(s)
nearest: 2089 (0.07)
exporting visuals
materials\fake -> prop\prop_fake_kollision, def_shaders\def_vertex, def_shaders\
def_kolizion
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flor
a_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flor
a_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flor
a_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flor
a_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flor
a_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flor
a_collision
materials\fake -> prop\prop_fake_kollision, def_shaders\def_vertex, def_shaders\
def_kolizion
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flor
a_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collisio
n
building HOM object
building ai_map.part
found 607 (of 437421) no-return nodes
building glow.part
building light.part
building sound_src.part
building wallmark.part
building way.part (paths)
building spawn.part (entities)
building spawn.part ($env_mods)
saving scene
 
D:\Program Files (x86)\X-Ray CoP SDK\converter>pause
Для продолжения нажмите любую клавишу . . .

вот лог при открытии  LevelEditor

 

 

Version conflict in shader 'def_shaders\def_vertex'

 Version conflict in shader 'default'

 Version conflict in shader 'effects\lightplanes'

 Version conflict in shader 'models\lightplanes'

 Version conflict in shader 'models\lightplanesself'

 Version conflict in shader 'models\model'

 Version conflict in shader 'models\model_aref'

 Version conflict in shader 'models\model_fur'

 Version conflict in shader 'models\model_puh'

 Version conflict in shader 'models\model_refl'

 Version conflict in shader 'models\pautina'

 Version conflict in shader 'models\selflight'

 Version conflict in shader 'models\selflightl'

 Version conflict in shader 'models\transparent'

 Version conflict in shader 'models\xanomaly'

 Version conflict in shader 'models\xbrainglass'

 Version conflict in shader 'models\xdistort'

 Version conflict in shader 'models\xdistortcolor'

 Version conflict in shader 'models\xdistortcolorl'

 Version conflict in shader 'models\xdistortcolorlinv'

 Version conflict in shader 'models\xdistortinv'

 Version conflict in shader 'models\xglass'

 Version conflict in shader 'models\xglass2'

 Version conflict in shader 'models\xlens'

 Version conflict in shader 'models\xmonolith'

 Version conflict in shader 'models\xwindows'

 Version conflict in shader 'selflight'

 

 

Читал разные статьи но не могу понять в чем ошибка. Заранее спасибо

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да пока только в тч

 

Агропром именно из ТЧ или он уже в формат ЗП переделан? Если он в формате ТЧ, то сначала нужно перевести в формат ЗП эту локацию или взять уже готовую но формате ЗП в разделе Мапперов.

А как перевести?

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Теперь карта загружается в  LevelEditor но есть пара ошибок.

первая при переводе текстур через батник в формат  LevelEditor 

 

DDS/TGA options:
-dds2tga restore *.tga in $textures$ using *.dds from $game_textures$
-with_solid don't ignore non-transparent textures (for xrLC -gi)
-with_bump don't ignore bump textures

 

и вторая это когда я выполняю команду компиляции(Make sound occluder) в LevelEditor

 

ERROR: Failed to build SOM model.

 

А  также при попытки открыть library object  такая ошибка 

 

Scene must be empty before editing library!

 

 

Даже не знаю связаны ли ошибки между собой или нет,но что это и как исправить не имею понятия.

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И снова привет. Может кто подскажет как перекомпилировать локацию из формата lE в формат сталкера (тч) . Пробовал создавать батник с такой строкой

@start bins\compiler\xrLC.EXE -F l03_agroprom

 ,но он выдает ошибку.  И как правильно  это сделать, может кто подскажет. Заранее спасибо.

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