нерон 0 Опубликовано 28 Октября 2016 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 Поделиться этим сообщением Ссылка на сообщение
нерон 0 Опубликовано 28 Октября 2016 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? Поделиться этим сообщением Ссылка на сообщение
нерон 0 Опубликовано 29 Октября 2016 тут почитай Спасибо сработало. Поделиться этим сообщением Ссылка на сообщение
нерон 0 Опубликовано 30 Октября 2016 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. Поделиться этим сообщением Ссылка на сообщение
нерон 0 Опубликовано 12 Ноября 2016 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. Поделиться этим сообщением Ссылка на сообщение