19 Novembre 2017 Initiateur de la discussion Geams952 Geek suprême Messages 172 Score réaction 50 Points 140 Résolue, me souviens plus de la solution Dernière édition: 6 Juin 2019
19 Novembre 2017 Steinman78 Psychopathe Messages 805 Score réaction 916 Points 330 Geams952 à dit: j'ai compilé ma map en fast Cliquez pour agrandir... T'as toi même cité la cause
19 Novembre 2017 AyZenSantos Psychopathe Messages 3 361 Score réaction 753 Points 300 Donc en gros recompile la mais en low
19 Novembre 2017 Initiateur de la discussion Geams952 Geek suprême Messages 172 Score réaction 50 Points 140 Je viens de compiler en Full-HDR mais rien ne change la sorte de brush reste, Spoiler: les logs : Starting a 'Full - HDR' compile. Starting compilation of mairie_mafia Valve Software - vbsp.exe (Nov 15 2017) 8 threads materialPath: D:\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\rerem\Desktop\mairie_mafia.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in d:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 38 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\rerem\Desktop\mairie_mafia.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (181430 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 771 texinfos to 441 Reduced 28 texdatas to 24 (774 bytes to 596) Writing C:\Users\rerem\Desktop\mairie_mafia.bsp 0 seconds elapsed Valve Software - vvis.exe (Nov 15 2017) 8 threads reading c:\users\rerem\desktop\mairie_mafia.bsp reading c:\users\rerem\desktop\mairie_mafia.prt 639 portalclusters 2192 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (46) Optimized: 445 visible clusters (0.28%) Total clusters visible: 157130 Average clusters visible: 245 Building PAS... Average clusters audible: 623 visdatasize:96539 compressed from 102240 writing c:\users\rerem\desktop\mairie_mafia.bsp 46 seconds elapsed Valve Software - vrad.exe SSE (Nov 15 2017) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\rerem\desktop\mairie_mafiarp.bsp Setting up ray-trace acceleration structure... Done (0.18 seconds) 2866 faces 2 degenerate faces 530805 square feet [76435928.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2864 patches before subdivision 26196 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 2568523, max 792 transfer lists: 19.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(2675, 4031, 5370) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(258, 378, 404) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(30, 42, 36) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4, 5, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0119 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 487/8192 5844/98304 ( 5.9%) brushsides 3543/65536 28344/524288 ( 5.4%) planes 2122/65536 42440/1310720 ( 3.2%) vertexes 4362/65536 52344/786432 ( 6.7%) nodes 1237/65536 39584/2097152 ( 1.9%) texinfos 441/12288 31752/884736 ( 3.6%) texdata 24/2048 768/65536 ( 1.2%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2866/65536 160496/3670016 ( 4.4%) hdr faces 2866/65536 160496/3670016 ( 4.4%) origfaces 1587/65536 88872/3670016 ( 2.4%) leaves 1243/65536 39776/2097152 ( 1.9%) leaffaces 3199/65536 6398/131072 ( 4.9%) leafbrushes 1058/65536 2116/131072 ( 1.6%) areas 2/256 16/2048 ( 0.8%) surfedges 20458/512000 81832/2048000 ( 4.0%) edges 12416/256000 49664/1024000 ( 4.8%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 341/32768 3410/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6273/65536 12546/131072 ( 9.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 1534568/0 ( 0.0%) visdata [variable] 96539/16777216 ( 0.6%) entdata [variable] 8734/393216 ( 2.2%) LDR ambient table 1243/65536 4972/262144 ( 1.9%) HDR ambient table 1243/65536 4972/262144 ( 1.9%) LDR leaf ambient 1243/65536 34804/1835008 ( 1.9%) HDR leaf ambient 5509/65536 154252/1835008 ( 8.4%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 212302/0 ( 0.0%) physics [variable] 181430/4194304 ( 4.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 2 Total triangle count: 8420 Writing c:\users\rerem\desktop\mairie_mafia.bsp 26 seconds elapsed C:\Users\rerem\Desktop\mairie_mafia.bsp -> D:\Steam\steamapps\common\GarrysMod\garrysmod\maps\mairie_mafia.bsp 1 fichier(s) copi‚(s) 'Full - HDR' compile finished in 00:01:14 0 errors/warnings logged: No errors/warnings logged for mairie_mafia
Je viens de compiler en Full-HDR mais rien ne change la sorte de brush reste, Spoiler: les logs : Starting a 'Full - HDR' compile. Starting compilation of mairie_mafia Valve Software - vbsp.exe (Nov 15 2017) 8 threads materialPath: D:\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\rerem\Desktop\mairie_mafia.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in d:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 38 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\rerem\Desktop\mairie_mafia.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (181430 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 771 texinfos to 441 Reduced 28 texdatas to 24 (774 bytes to 596) Writing C:\Users\rerem\Desktop\mairie_mafia.bsp 0 seconds elapsed Valve Software - vvis.exe (Nov 15 2017) 8 threads reading c:\users\rerem\desktop\mairie_mafia.bsp reading c:\users\rerem\desktop\mairie_mafia.prt 639 portalclusters 2192 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (46) Optimized: 445 visible clusters (0.28%) Total clusters visible: 157130 Average clusters visible: 245 Building PAS... Average clusters audible: 623 visdatasize:96539 compressed from 102240 writing c:\users\rerem\desktop\mairie_mafia.bsp 46 seconds elapsed Valve Software - vrad.exe SSE (Nov 15 2017) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\rerem\desktop\mairie_mafiarp.bsp Setting up ray-trace acceleration structure... Done (0.18 seconds) 2866 faces 2 degenerate faces 530805 square feet [76435928.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2864 patches before subdivision 26196 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 2568523, max 792 transfer lists: 19.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(2675, 4031, 5370) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(258, 378, 404) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(30, 42, 36) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4, 5, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0119 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 487/8192 5844/98304 ( 5.9%) brushsides 3543/65536 28344/524288 ( 5.4%) planes 2122/65536 42440/1310720 ( 3.2%) vertexes 4362/65536 52344/786432 ( 6.7%) nodes 1237/65536 39584/2097152 ( 1.9%) texinfos 441/12288 31752/884736 ( 3.6%) texdata 24/2048 768/65536 ( 1.2%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2866/65536 160496/3670016 ( 4.4%) hdr faces 2866/65536 160496/3670016 ( 4.4%) origfaces 1587/65536 88872/3670016 ( 2.4%) leaves 1243/65536 39776/2097152 ( 1.9%) leaffaces 3199/65536 6398/131072 ( 4.9%) leafbrushes 1058/65536 2116/131072 ( 1.6%) areas 2/256 16/2048 ( 0.8%) surfedges 20458/512000 81832/2048000 ( 4.0%) edges 12416/256000 49664/1024000 ( 4.8%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 341/32768 3410/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6273/65536 12546/131072 ( 9.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 1534568/0 ( 0.0%) visdata [variable] 96539/16777216 ( 0.6%) entdata [variable] 8734/393216 ( 2.2%) LDR ambient table 1243/65536 4972/262144 ( 1.9%) HDR ambient table 1243/65536 4972/262144 ( 1.9%) LDR leaf ambient 1243/65536 34804/1835008 ( 1.9%) HDR leaf ambient 5509/65536 154252/1835008 ( 8.4%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 212302/0 ( 0.0%) physics [variable] 181430/4194304 ( 4.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 2 Total triangle count: 8420 Writing c:\users\rerem\desktop\mairie_mafia.bsp 26 seconds elapsed C:\Users\rerem\Desktop\mairie_mafia.bsp -> D:\Steam\steamapps\common\GarrysMod\garrysmod\maps\mairie_mafia.bsp 1 fichier(s) copi‚(s) 'Full - HDR' compile finished in 00:01:14 0 errors/warnings logged: No errors/warnings logged for mairie_mafia
19 Novembre 2017 Steinman78 Psychopathe Messages 805 Score réaction 916 Points 330 "2 degenerate faces" Sinon c'est un problème de leafs
20 Novembre 2017 Taink El Magnifico Messages 5 292 Score réaction 2 720 Points 965 J'ai l'impression que t'as un compilateur modifié, je me trompe ?