Bug Hammer

  • Initiateur de la discussion Wabel
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  • Initiateur de la discussion
Wabel

Wabel

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Bonjour,
Comment allez vous? Enfin la n'est pas la question donc, bref,

J'ai deux problèmes sur ma MAP (a savoir rp_rockford_v1b custom = rp_matrix_v2).

Lorsque je compile la map, je vais sur la map en local et j'ai des problèmes de textures (routes invisibles): screen a l'appui avec mon compile log dans le prochain SPOILER

https://hastebin.com/nironafoma.swift



Sur Hammer, je met des props en prop_static , ils sont visible et je vérifie bien avant de les mettre si ils sont compatibles static et ils le sont mais IG il n'aparraisse pas.

Edit: Je me permet de citer quelques mappeur: @Taink @lirrox @Steinman78

Merci de votre aide, a bientot sur MtxForum
 
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Wabel

Wabel

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UP
 
Unknown baguette

Unknown baguette

Helpeur Divin
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Evite faire des up aussi rapidement o_O
 
  • Initiateur de la discussion
Wabel

Wabel

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Unknown baguette à dit:
Evite faire des up aussi rapidement o_O
Bah j'ai dormi entre temps ducoup sa fait longtemps 4HeadPJSalt
 
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Taink

Taink

El Magnifico
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WabelGame à dit:
Bonjour,
Comment allez vous? Enfin la n'est pas la question donc, bref,

J'ai deux problèmes sur ma MAP (a savoir rp_rockford_v1b custom = rp_matrix_v2).

Lorsque je compile la map, je vais sur la map en local et j'ai des problèmes de textures (routes invisibles): screen a l'appui avec mon compile log dans le prochain SPOILER

https://hastebin.com/nironafoma.swift



Sur Hammer, je met des props en prop_static , ils sont visible et je vérifie bien avant de les mettre si ils sont compatibles static et ils le sont mais IG il n'aparraisse pas.

Edit: Je me permet de citer quelques mappeur: @Taink @lirrox @Steinman78

Merci de votre aide, a bientot sur MtxForum
J'essaierai de regarder ça plus tard, je peux pas vraiment t'aider pour l'instant.
 
  • Initiateur de la discussion
Wabel

Wabel

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Taink à dit:
J'essaierai de regarder ça plus tard, je peux pas vraiment t'aider pour l'instant.
D'accord, merci
 
Steinman78

Steinman78

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T'as des leaks, c'est écrit un peu partout dans ton compile log

Le log ne sert pas qu'à envoyer aux autres pour qu'ils trouvent les erreurs à ta place, il faut aussi le lire parfois
 
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SGCAtlantis

SGCAtlantis

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WabelGame à dit:
Bonjour,
Comment allez vous? Enfin la n'est pas la question donc, bref,

J'ai deux problèmes sur ma MAP (a savoir rp_rockford_v1b custom = rp_matrix_v2).

Lorsque je compile la map, je vais sur la map en local et j'ai des problèmes de textures (routes invisibles): screen a l'appui avec mon compile log dans le prochain SPOILER

https://hastebin.com/nironafoma.swift



Sur Hammer, je met des props en prop_static , ils sont visible et je vérifie bien avant de les mettre si ils sont compatibles static et ils le sont mais IG il n'aparraisse pas.

Edit: Je me permet de citer quelques mappeur: @Taink @lirrox @Steinman78

Merci de votre aide, a bientot sur MtxForum
poste ton log ici http://hammer.logout.fr/?p=HLErr , c'est la meilleur solution pour apprendre les erreurs que tu as fait, tu aurras les sulutions pour corriger.
 
SGCAtlantis

SGCAtlantis

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Je ne comprend pas depuis que le tool hammer existe qu'il non pas imcorporer le lien de hammer.logout qui est pour moi indispensable.
 
  • Initiateur de la discussion
Wabel

Wabel

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Steinman78 à dit:
T'as des leaks, c'est écrit un peu partout dans ton compile log

Le log ne sert pas qu'à envoyer aux autres pour qu'ils trouvent les erreurs à ta place, il faut aussi le lire parfois
Oui mais le problème c'est que sa me met tout le temps ce message mais avant meme avec ce message sa me faisait pas ce bug avec la route.
Ensuite personne ne m'aide pour les prop_static.
 
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Wabel

Wabel

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SGCAtlantis à dit:
poste ton log ici http://hammer.logout.fr/?p=HLErr , c'est la meilleur solution pour apprendre les erreurs que tu as fait, tu aurras les sulutions pour corriger.
Je connais déjà, mais je trouve pas l'endroit ou j'ai des leaks et de deux, sa ne me donne pas la solution pour les prop_static
 
Steinman78

Steinman78

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WabelGame à dit:
Je connais déjà, mais je trouve pas l'endroit ou j'ai des leaks et de deux, sa ne me donne pas la solution pour les prop_static
Les leaks entrainent toujours d'autres erreurs, il ne faut jamais compiler en sachant que tu en as, le rendu ne sera jamais celui espéré, puis pour le trouver utilises le pointfile, c'est fait pour ça
 
SGCAtlantis

SGCAtlantis

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WabelGame à dit:
Je connais déjà, mais je trouve pas l'endroit ou j'ai des leaks et de deux, sa ne me donne pas la solution pour les prop_static
il te donne la solution pour trouver ton ou tes leaks.Pour une foit qu'on a un site en français pour bien comprendre lie bien, de plus tu as des tuto sur hammer sur ce site alors please look
 
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Wabel

Wabel

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SGCAtlantis à dit:
il te donne la solution pour trouver ton ou tes leaks.Pour une foit qu'on a un site en français pour bien comprendre lie bien, de plus tu as des tuto sur hammer sur ce site alors please look
Non mais si ta lu le post, tu peux voir que j'ai un problème (qui n'a rien a voir avec les leaks), les prop_static sont visible sur hammer mais pas IG. Et sa le fait aussi pour un ami
 
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Wabel

Wabel

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Steinman78 à dit:
Les leaks entrainent toujours d'autres erreurs, il ne faut jamais compiler en sachant que tu en as, le rendu ne sera jamais celui espéré, puis pour le trouver utilises le pointfile, c'est fait pour ça
Bah j'ai déjà essayer avec le pointfile sans rien trouver (il n'y a aucun trou)
 
Steinman78

Steinman78

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WabelGame à dit:
Bah j'ai déjà essayer avec le pointfile sans rien trouver (il n'y a aucun trou)
Les props, displacements, func_detail et autres brush entities ne ferment pas les maps, donc même si en apparence il n'y a pas de trous, ta map n'est pas forcément bouchée
 
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Wabel

Wabel

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Steinman78 à dit:
Les props, displacements, func_detail et autres brush entities ne ferment pas les maps, donc même si en apparence il n'y a pas de trous, ta map n'est pas forcément bouchée
C'est pour cela que sous la map il y a des gros blocs en nodraw, on est d'accord?
 
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Wabel

Wabel

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Le load pointfile fait sa, je comprend pas :/
 
Pelisma

Pelisma

Geek suprême
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SGCAtlantis

SGCAtlantis

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WabelGame à dit:

Le load pointfile fait sa, je comprend pas :/
si Le load pointfile s'affiche c'est que tu a bien un leak
 
  • Initiateur de la discussion
Wabel

Wabel

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Pelisma à dit:
Au lieu de répondre sa, aide moi? Enfin je sais pas question de principe.
SGCAtlantis à dit:
si Le load pointfile s'affiche c'est que tu a bien un leak
Oui mais le problème c'est que le load pointfile va juste du poteau éléctrique au nodraw en bas, j'comprend pas sachant qu'il n'y a aucun trou:(
 
Steinman78

Steinman78

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Ton bloc de nodraw en dessous c'est bien un brush et pas une entité genre un func_detail ?
 
  • Initiateur de la discussion
Wabel

Wabel

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Steinman78 à dit:
Ton bloc de nodraw en dessous c'est bien un brush et pas une entité genre un func_detail ?
Oui c'est un brush
Edit: je viens d'aller vérifier et non, ce n'est pas un brush, que s'est-il passer pour que ce soit un func_detail, je ne sais pas, comment je suis censé faire du coup?
Edit: Je l'ai retransformer en brush mais j'ai toujours le problème du sol (malgré qu'il n'y est plus de leak dans le compile log
 
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Wabel

Wabel

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Nouveau compile log
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vbsp.exe (May 25 2017)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.vmf
"materials//3dblur.vtf": cached version doesn't exist
Error! Variable "%keywords" is multiply defined in material "plaster/plaster_ext_02"!
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_matrix_v2/statua/nature/rockfordgrass1_noprop_wvt_patch
Patching WVT material: maps/rp_matrix_v2/statua/nature/rockfordgrass1_wvt_patch
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...error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 3702 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.prt...Building visibility clusters...
done (1)
Too many unique verts, max = 65536 (map has too much brush geometry)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -notjunc -fast -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vvis.exe (May 25 2017)
VBSP: Unknown option "-notjunc"
Command line: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" "-notjunc" "-fast" "-game" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
usage : vvis [options...] bspfile
example: vvis -fast c:\hl2\hl2\maps\test
Common options: -v (or -verbose): Turn on verbose output (also shows more command -fast : Only do first quick pass on vis calculations. -mpi : Use VMPI to distribute computations. -low : Run as an idle-priority process. env_fog_controller specifies one. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject.
Other options: -novconfig : Don't bring up graphical UI on vproject errors. -radius_override: Force a vis radius, regardless of whether an -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -nosort : Don't sort portals (sorting is an optimization). -tmpin : Make portals come from \tmp\<mapname>. -tmpout : Make portals come from \tmp\<mapname>. -trace <start cluster> <end cluster> : Writes a linefile that traces the vis from one cluster to another for debugging map vis. -FullMinidumps : Write large minidumps on crash. -x360 : Generate Xbox360 version of vsp -nox360 : Disable generation Xbox360 version of vsp (default)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vrad.exe SSE (May 25 2017) Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
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No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (10.41 seconds)
33681 faces
28 degenerate faces
26421584 square feet [3804708096.00 square inches]
1328 Displacements
8360824 Square Feet [1203958656.00 Square Inches]
sun extent from map=0.000000
1102 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (326)
Build Patch/Sample Hash Table(s).....Done<0.3510 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (24)
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 (125)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 107/1024 5136/49152 (10.4%)
brushes 7984/8192 95808/98304 (97.5%) VERY FULL!
brushsides 55177/65536 441416/524288 (84.2%) VERY FULL!
planes 22752/65536 455040/1310720 (34.7%)
vertexes 64416/65536 772992/786432 (98.3%) VERY FULL!
nodes 11904/65536 380928/2097152 (18.2%)
texinfos 7459/12288 537048/884736 (60.7%)
texdata 1392/2048 44544/65536 (68.0%)
dispinfos 1328/0 233728/0 ( 0.0%)
disp_verts 79904/0 1598080/0 ( 0.0%)
disp_tris 122560/0 245120/0 ( 0.0%)
disp_lmsamples 7893256/0 7893256/0 ( 0.0%)
faces 33681/65536 1886136/3670016 (51.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 22082/65536 1236592/3670016 (33.7%)
leaves 12012/65536 384384/2097152 (18.3%)
leaffaces 43903/65536 87806/131072 (67.0%)
leafbrushes 20597/65536 41194/131072 (31.4%)
areas 5/256 40/2048 ( 2.0%)
surfedges 223199/512000 892796/2048000 (43.6%)
edges 163590/256000 654360/1024000 (63.9%)
LDR worldlights 1102/8192 96976/720896 (13.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 315/1024 5040/16384 (30.8%)
overlays 248/512 87296/180224 (48.4%)
LDR lightdata [variable] 44572500/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 867722/393216 (220.7%) VERY FULL!
LDR ambient table 12012/65536 48048/262144 (18.3%)
HDR ambient table 12012/65536 48048/262144 (18.3%)
LDR leaf ambient 81494/65536 2281832/1835008 (124.3%) VERY FULL!
HDR leaf ambient 12012/65536 336336/1835008 (18.3%)
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] 1/133478 ( 0.0%)
pakfile [variable] 445001/0 ( 0.0%)
physics [variable] 2786161/4194304 (66.4%)
physics terrain [variable] 319208/1048576 (30.4%)
Level flags = 0
Total triangle count: 67432
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
8 minutes, 8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_matrix_v2.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "rp_matrix_v2"
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
WabelGame à dit:
Nouveau compile log
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vbsp.exe (May 25 2017)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.vmf
"materials//3dblur.vtf": cached version doesn't exist
Error! Variable "%keywords" is multiply defined in material "plaster/plaster_ext_02"!
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_matrix_v2/statua/nature/rockfordgrass1_noprop_wvt_patch
Patching WVT material: maps/rp_matrix_v2/statua/nature/rockfordgrass1_wvt_patch
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...error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 3702 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.prt...Building visibility clusters...
done (1)
Too many unique verts, max = 65536 (map has too much brush geometry)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -notjunc -fast -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vvis.exe (May 25 2017)
VBSP: Unknown option "-notjunc"
Command line: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" "-notjunc" "-fast" "-game" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
usage : vvis [options...] bspfile
example: vvis -fast c:\hl2\hl2\maps\test
Common options: -v (or -verbose): Turn on verbose output (also shows more command -fast : Only do first quick pass on vis calculations. -mpi : Use VMPI to distribute computations. -low : Run as an idle-priority process. env_fog_controller specifies one. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject.
Other options: -novconfig : Don't bring up graphical UI on vproject errors. -radius_override: Force a vis radius, regardless of whether an -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -nosort : Don't sort portals (sorting is an optimization). -tmpin : Make portals come from \tmp\<mapname>. -tmpout : Make portals come from \tmp\<mapname>. -trace <start cluster> <end cluster> : Writes a linefile that traces the vis from one cluster to another for debugging map vis. -FullMinidumps : Write large minidumps on crash. -x360 : Generate Xbox360 version of vsp -nox360 : Disable generation Xbox360 version of vsp (default)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vrad.exe SSE (May 25 2017) Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
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No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (10.41 seconds)
33681 faces
28 degenerate faces
26421584 square feet [3804708096.00 square inches]
1328 Displacements
8360824 Square Feet [1203958656.00 Square Inches]
sun extent from map=0.000000
1102 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (326)
Build Patch/Sample Hash Table(s).....Done<0.3510 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (24)
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 (125)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 107/1024 5136/49152 (10.4%)
brushes 7984/8192 95808/98304 (97.5%) VERY FULL!
brushsides 55177/65536 441416/524288 (84.2%) VERY FULL!
planes 22752/65536 455040/1310720 (34.7%)
vertexes 64416/65536 772992/786432 (98.3%) VERY FULL!
nodes 11904/65536 380928/2097152 (18.2%)
texinfos 7459/12288 537048/884736 (60.7%)
texdata 1392/2048 44544/65536 (68.0%)
dispinfos 1328/0 233728/0 ( 0.0%)
disp_verts 79904/0 1598080/0 ( 0.0%)
disp_tris 122560/0 245120/0 ( 0.0%)
disp_lmsamples 7893256/0 7893256/0 ( 0.0%)
faces 33681/65536 1886136/3670016 (51.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 22082/65536 1236592/3670016 (33.7%)
leaves 12012/65536 384384/2097152 (18.3%)
leaffaces 43903/65536 87806/131072 (67.0%)
leafbrushes 20597/65536 41194/131072 (31.4%)
areas 5/256 40/2048 ( 2.0%)
surfedges 223199/512000 892796/2048000 (43.6%)
edges 163590/256000 654360/1024000 (63.9%)
LDR worldlights 1102/8192 96976/720896 (13.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 315/1024 5040/16384 (30.8%)
overlays 248/512 87296/180224 (48.4%)
LDR lightdata [variable] 44572500/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 867722/393216 (220.7%) VERY FULL!
LDR ambient table 12012/65536 48048/262144 (18.3%)
HDR ambient table 12012/65536 48048/262144 (18.3%)
LDR leaf ambient 81494/65536 2281832/1835008 (124.3%) VERY FULL!
HDR leaf ambient 12012/65536 336336/1835008 (18.3%)
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] 1/133478 ( 0.0%)
pakfile [variable] 445001/0 ( 0.0%)
physics [variable] 2786161/4194304 (66.4%)
physics terrain [variable] 319208/1048576 (30.4%)
Level flags = 0
Total triangle count: 67432
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
8 minutes, 8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_matrix_v2.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "rp_matrix_v2"
Le -notjunc ne se met qu'au vbsp.

Pour ton problème de props, ça peut être lié.
 
  • Initiateur de la discussion
Wabel

Wabel

Je ne sais pas quoi mettre
Messages
2 262
Score réaction
707
Points
330
Taink à dit:
Le -notjunc ne se met qu'au vbsp.

Pour ton problème de props, ça peut être lié.
Toujours le même problème après avoir retirer le -notjunc du vbsp
 
Feytone

Feytone

Chuck Norris
Messages
4 741
Score réaction
1 301
Points
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WabelGame à dit:
Toujours le même problème après avoir retirer le -notjunc du vbsp
*Ne se met QU'au vbsp.

Il doit être uniquement dans le vbsp hors il est aussi autre part dans tes options de compilation.
 
  • Initiateur de la discussion
Wabel

Wabel

Je ne sais pas quoi mettre
Messages
2 262
Score réaction
707
Points
330
Feytone à dit:
*Ne se met QU'au vbsp.

Il doit être uniquement dans le vbsp hors il est aussi autre part dans tes options de compilation.
Oui j'ai fait erreur en écrivant, excuse moi, mais je l'ai retiré du vis et non du vbsp :oops:
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
WabelGame à dit:
Oui j'ai fait erreur en écrivant, excuse moi, mais je l'ai retiré du vis et non du vbsp :oops:
Renvoie ton log dans ce cas.
 
  • Initiateur de la discussion
Wabel

Wabel

Je ne sais pas quoi mettre
Messages
2 262
Score réaction
707
Points
330
Taink à dit:
Renvoie ton log dans ce cas.
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vbsp.exe (May 25 2017)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.vmf
"materials//3dblur.vtf": cached version doesn't exist
Error! Variable "%keywords" is multiply defined in material "plaster/plaster_ext_02"!
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_matrix_v2/statua/nature/rockfordgrass1_noprop_wvt_patch
Patching WVT material: maps/rp_matrix_v2/statua/nature/rockfordgrass1_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3698 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.prt...Building visibility clusters...
done (0)
Too many unique verts, max = 65536 (map has too much brush geometry)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vvis.exe (May 25 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.prt
3854 portalclusters
10294 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 98053 visible clusters (4.06%)
Total clusters visible: 2412449
Average clusters visible: 625
Building PAS...
Average clusters audible: 1502
visdatasize:1387753 compressed from 3761504
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
4 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2"
Valve Software - vrad.exe SSE (May 25 2017) Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
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Setting up ray-trace acceleration structure... Done (10.78 seconds)
33681 faces
28 degenerate faces
26421584 square feet [3804708096.00 square inches]
1328 Displacements
8360824 Square Feet [1203958656.00 Square Inches]
33653 patches before subdivision
680003 patches after subdivision
sun extent from map=0.000000
1102 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (316)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1997)
transfers 87222894, max 2068
transfer lists: 665.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(3094589, 2671441, 1642640)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(733451, 569005, 321913)
Build Patch/Sample Hash Table(s).....Done<0.9312 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (49)
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 (124)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 107/1024 5136/49152 (10.4%)
brushes 7984/8192 95808/98304 (97.5%) VERY FULL!
brushsides 55177/65536 441416/524288 (84.2%) VERY FULL!
planes 22752/65536 455040/1310720 (34.7%)
vertexes 64416/65536 772992/786432 (98.3%) VERY FULL!
nodes 11904/65536 380928/2097152 (18.2%)
texinfos 7459/12288 537048/884736 (60.7%)
texdata 1392/2048 44544/65536 (68.0%)
dispinfos 1328/0 233728/0 ( 0.0%)
disp_verts 79904/0 1598080/0 ( 0.0%)
disp_tris 122560/0 245120/0 ( 0.0%)
disp_lmsamples 7893256/0 7893256/0 ( 0.0%)
faces 33681/65536 1886136/3670016 (51.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 22082/65536 1236592/3670016 (33.7%)
leaves 12012/65536 384384/2097152 (18.3%)
leaffaces 43903/65536 87806/131072 (67.0%)
leafbrushes 20597/65536 41194/131072 (31.4%)
areas 5/256 40/2048 ( 2.0%)
surfedges 223199/512000 892796/2048000 (43.6%)
edges 163590/256000 654360/1024000 (63.9%)
LDR worldlights 1102/8192 96976/720896 (13.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 315/1024 5040/16384 (30.8%)
overlays 248/512 87296/180224 (48.4%)
LDR lightdata [variable] 44572500/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1387753/16777216 ( 8.3%)
entdata [variable] 867722/393216 (220.7%) VERY FULL!
LDR ambient table 12012/65536 48048/262144 (18.3%)
HDR ambient table 12012/65536 48048/262144 (18.3%)
LDR leaf ambient 81437/65536 2280236/1835008 (124.3%) VERY FULL!
HDR leaf ambient 12012/65536 336336/1835008 (18.3%)
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] 1/133478 ( 0.0%)
pakfile [variable] 445001/0 ( 0.0%)
physics [variable] 2786161/4194304 (66.4%)
physics terrain [variable] 319208/1048576 (30.4%)
Level flags = 0
Total triangle count: 67432
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp
41 minutes, 41 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_matrix_v2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_matrix_v2.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "rp_matrix_v2"
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
> Too many unique verts, max = 65536 (map has too much brush geometry)

Transforme quelques func_details en props via propper.
 
  • Initiateur de la discussion
Wabel

Wabel

Je ne sais pas quoi mettre
Messages
2 262
Score réaction
707
Points
330
Taink à dit:
> Too many unique verts, max = 65536 (map has too much brush geometry)

Transforme quelques func_details en props via propper.
Je vais essayer sa
 
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