- Initiateur de la discussion
SweetBanana2016
Geek
- Messages
- 98
- Score réaction
- 8
- Points
- 55
Lorsque je décompile ma map, elle n'apparait pas In-Game, j'ai beau chercher partout sur internet je trouve aucune solutions pouvait vous m'aider, ma map est très petite, et lors de la décompilation, elle ne possède aucune erreur
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** Executing...
** Command: "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Edouard\Desktop\Commissariatbox.vmf"
Valve Software - vbsp.exe (Sep 13 2019)
4 threads
materialPath: F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Edouard\Desktop\Commissariatbox.vmf
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 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Edouard\Desktop\Commissariatbox.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) (5644 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 38 texinfos to 24
Reduced 4 texdatas to 4 (87 bytes to 87)
Writing C:\Users\Edouard\Desktop\Commissariatbox.bsp
0 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Edouard\Desktop\Commissariatbox"
Valve Software - vvis.exe (Sep 13 2019)
4 threads
reading c:\users\edouard\desktop\Commissariatbox.bsp
reading c:\users\edouard\desktop\Commissariatbox.prt
20 portalclusters
54 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 396
Average clusters visible: 19
Building PAS...
Average clusters audible: 20
visdatasize:284 compressed from 320
writing c:\users\edouard\desktop\Commissariatbox.bsp
0 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Edouard\Desktop\Commissariatbox"
Valve Software - vrad.exe SSE (Sep 13 2019)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\edouard\desktop\Commissariatbox.bsp
PREP OK
Setting up ray-trace acceleration structure... Done (0.00 seconds)
66 faces
25672 square feet [3696899.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
66 patches before subdivision
1406 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 35685, max 141
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 14/16384 168/196608 ( 0.1%)
brushsides 84/65536 672/524288 ( 0.1%)
planes 92/65536 1840/1310720 ( 0.1%)
vertexes 121/65536 1452/786432 ( 0.2%)
nodes 51/65536 1632/2097152 ( 0.1%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 4/2048 128/65536 ( 0.2%)
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 66/65536 3696/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 40/65536 2240/3670016 ( 0.1%)
leaves 53/65536 1696/2097152 ( 0.1%)
leaffaces 98/65536 196/131072 ( 0.1%)
leafbrushes 42/65536 84/131072 ( 0.1%)
areas 2/1024 16/8192 ( 0.2%)
surfedges 460/512000 1840/2048000 ( 0.1%)
edges 255/256000 1020/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 112136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 1582/393216 ( 0.4%)
LDR ambient table 53/65536 212/262144 ( 0.1%)
HDR ambient table 53/65536 212/262144 ( 0.1%)
LDR leaf ambient 20/65536 560/1835008 ( 0.0%)
HDR leaf ambient 53/65536 1484/1835008 ( 0.1%)
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] 1/212 ( 0.5%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 5644/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 168
Writing c:\users\edouard\desktop\Commissariatbox.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Sep 13 2019)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\edouard\desktop\Commissariatbox.bsp
PREP OK
Setting up ray-trace acceleration structure... Done (0.00 seconds)
66 faces
25672 square feet [3696899.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
66 patches before subdivision
1406 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 35685, max 141
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 14/16384 168/196608 ( 0.1%)
brushsides 84/65536 672/524288 ( 0.1%)
planes 92/65536 1840/1310720 ( 0.1%)
vertexes 121/65536 1452/786432 ( 0.2%)
nodes 51/65536 1632/2097152 ( 0.1%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 4/2048 128/65536 ( 0.2%)
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 66/65536 3696/3670016 ( 0.1%)
hdr faces 66/65536 3696/3670016 ( 0.1%)
origfaces 40/65536 2240/3670016 ( 0.1%)
leaves 53/65536 1696/2097152 ( 0.1%)
leaffaces 98/65536 196/131072 ( 0.1%)
leafbrushes 42/65536 84/131072 ( 0.1%)
areas 2/1024 16/8192 ( 0.2%)
surfedges 460/512000 1840/2048000 ( 0.1%)
edges 255/256000 1020/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 112136/0 ( 0.0%)
HDR lightdata [variable] 112136/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 1582/393216 ( 0.4%)
LDR ambient table 53/65536 212/262144 ( 0.1%)
HDR ambient table 53/65536 212/262144 ( 0.1%)
LDR leaf ambient 20/65536 560/1835008 ( 0.0%)
HDR leaf ambient 20/65536 560/1835008 ( 0.0%)
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] 1/212 ( 0.5%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 5644/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 168
Writing c:\users\edouard\desktop\Commissariatbox.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Edouard\Desktop\Commissariatbox.bsp" "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\Commissariatbox.bsp"
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
** Executing...
** Command: "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Edouard\Desktop\Commissariatbox.vmf"
Valve Software - vbsp.exe (Sep 13 2019)
4 threads
materialPath: F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Edouard\Desktop\Commissariatbox.vmf
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 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Edouard\Desktop\Commissariatbox.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) (5644 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 38 texinfos to 24
Reduced 4 texdatas to 4 (87 bytes to 87)
Writing C:\Users\Edouard\Desktop\Commissariatbox.bsp
0 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Edouard\Desktop\Commissariatbox"
Valve Software - vvis.exe (Sep 13 2019)
4 threads
reading c:\users\edouard\desktop\Commissariatbox.bsp
reading c:\users\edouard\desktop\Commissariatbox.prt
20 portalclusters
54 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 396
Average clusters visible: 19
Building PAS...
Average clusters audible: 20
visdatasize:284 compressed from 320
writing c:\users\edouard\desktop\Commissariatbox.bsp
0 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Edouard\Desktop\Commissariatbox"
Valve Software - vrad.exe SSE (Sep 13 2019)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\edouard\desktop\Commissariatbox.bsp
PREP OK
Setting up ray-trace acceleration structure... Done (0.00 seconds)
66 faces
25672 square feet [3696899.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
66 patches before subdivision
1406 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 35685, max 141
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 14/16384 168/196608 ( 0.1%)
brushsides 84/65536 672/524288 ( 0.1%)
planes 92/65536 1840/1310720 ( 0.1%)
vertexes 121/65536 1452/786432 ( 0.2%)
nodes 51/65536 1632/2097152 ( 0.1%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 4/2048 128/65536 ( 0.2%)
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 66/65536 3696/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 40/65536 2240/3670016 ( 0.1%)
leaves 53/65536 1696/2097152 ( 0.1%)
leaffaces 98/65536 196/131072 ( 0.1%)
leafbrushes 42/65536 84/131072 ( 0.1%)
areas 2/1024 16/8192 ( 0.2%)
surfedges 460/512000 1840/2048000 ( 0.1%)
edges 255/256000 1020/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 112136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 1582/393216 ( 0.4%)
LDR ambient table 53/65536 212/262144 ( 0.1%)
HDR ambient table 53/65536 212/262144 ( 0.1%)
LDR leaf ambient 20/65536 560/1835008 ( 0.0%)
HDR leaf ambient 53/65536 1484/1835008 ( 0.1%)
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] 1/212 ( 0.5%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 5644/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 168
Writing c:\users\edouard\desktop\Commissariatbox.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Sep 13 2019)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\edouard\desktop\Commissariatbox.bsp
PREP OK
Setting up ray-trace acceleration structure... Done (0.00 seconds)
66 faces
25672 square feet [3696899.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
66 patches before subdivision
1406 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 35685, max 141
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 14/16384 168/196608 ( 0.1%)
brushsides 84/65536 672/524288 ( 0.1%)
planes 92/65536 1840/1310720 ( 0.1%)
vertexes 121/65536 1452/786432 ( 0.2%)
nodes 51/65536 1632/2097152 ( 0.1%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 4/2048 128/65536 ( 0.2%)
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 66/65536 3696/3670016 ( 0.1%)
hdr faces 66/65536 3696/3670016 ( 0.1%)
origfaces 40/65536 2240/3670016 ( 0.1%)
leaves 53/65536 1696/2097152 ( 0.1%)
leaffaces 98/65536 196/131072 ( 0.1%)
leafbrushes 42/65536 84/131072 ( 0.1%)
areas 2/1024 16/8192 ( 0.2%)
surfedges 460/512000 1840/2048000 ( 0.1%)
edges 255/256000 1020/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 112136/0 ( 0.0%)
HDR lightdata [variable] 112136/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 1582/393216 ( 0.4%)
LDR ambient table 53/65536 212/262144 ( 0.1%)
HDR ambient table 53/65536 212/262144 ( 0.1%)
LDR leaf ambient 20/65536 560/1835008 ( 0.0%)
HDR leaf ambient 20/65536 560/1835008 ( 0.0%)
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] 1/212 ( 0.5%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 5644/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 168
Writing c:\users\edouard\desktop\Commissariatbox.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Edouard\Desktop\Commissariatbox.bsp" "F:\Program Files (x86)\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\Commissariatbox.bsp"