Comment trouvé\Retiré les entités sur la map? HAMMER

  • Initiateur de la discussion
Erwann Fox

Erwann Fox

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Bonsoir ! HeyGuys
Je modifie actuellement la map Rockford v 1b
Je fais toutes les modifs, save, Run map, une fois en jeu il n'y a aucune des modifications que j'ai faite ... NADA 0 . o_O
Je fais RUN map une fois in game la map et c'est celle de base .
Une solution ? Ou mauvaise manip de ma part peut-être :rolleyes:
 
Dernière édition:
Taink

Taink

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C'est sans doute que la compilation ne s'est pas finie.
 
  • Initiateur de la discussion
Erwann Fox

Erwann Fox

Amateur de projet
Messages
437
Score réaction
24
Points
115
Taink à dit:
C'est sans doute que la compilation ne s'est pas finie.
Si elle est fini et me lance Garry's Mod juste à la fin, une fois spawn j'ai rien.
 
Taink

Taink

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Erwann Fox à dit:
Si elle est fini et me lance Garry's Mod juste à la fin, une fois spawn j'ai rien.
La compilation se "finit", d'accord.
Mais les modifications n'ont pas lieu. Tiens, tu peux nous faire voir ton log ?
 
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Réactions: NoaGamingFR et Erwann Fox
Taink

Taink

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Erwann Fox à dit:
Total triangle count: 68366
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_rockford_v1b.bsp
40 minutes, 5 seconds elapsed
Valve Software - vrad.exe SSE (Oct 3 2018)

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_rockford_v1b.bsp
Error! Invalid model version "models/props_interiors/dining_table_round.mdl"
Error! Invalid model version "models/props_foliage/tree_base_bushes01.mdl"
Error! Invalid model version "models/props_interiors/chairs_airport.mdl"
Error! Invalid model version "models/props_junk/petfoodbag01.mdl"
Error! Invalid model version "models/props_interiors/refrigerator03.mdl"
Error! Invalid model version "models/props_foliage/maple_001_l.mdl"
Error! Invalid model version "models/props_interiors/styrofoam_cups.mdl"
Error! Invalid model version "models/props_unique/airport/trash_bin1.mdl"
Error! Invalid model version "models/props_interiors/industrial_table01.mdl"
Error! Invalid model version "models/props_interiors/trashcan01.mdl"
Error! Invalid model version "models/props_junk/dumpster.mdl"
Error! Invalid model version "models/props_rooftop/chimneypipe_cluster02a.mdl"
Error! Invalid model version "models/props_foliage/urban_streettree01.mdl"
Error! Invalid model version "models/props_foliage/mall_pot_large01.mdl"
Error! Invalid model version "models/props_foliage/mall_small_palm01.mdl"
Error! Invalid model version "models/props_foliage/mall_big_plant01.mdl"
Error! Invalid model version "models/props_foliage/mall_bigleaves_plant03.mdl"
Error! Invalid model version "models/props_foliage/mall_bush02.mdl"
Error! Invalid model version "models/props_foliage/mall_pot_squarexl01.mdl"
Error! Invalid model version "models/props_unique/grocerystorechiller01.mdl"
Error! Invalid model version "models/props_interiors/shelvingstore01.mdl"
Error! Invalid model version "models/props_buildings/watertower_001a.mdl"
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Setting up ray-trace acceleration structure... Done (27.04 seconds)
34126 faces
24 degenerate faces
23577572 square feet [3395170304.00 square inches]
1327 Displacements
8359754 Square Feet [1203804672.00 Square Inches]
34102 patches before subdivision
703160 patches after subdivision
sun extent from map=0.000000
1112 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1931)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (204)
transfers 76678494, max 1681
transfer lists: 585.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(977499, 844901, 670464)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(366007, 285999, 193347)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(146010, 106132, 64174)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(64339, 43805, 23769)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(29960, 19468, 9568)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(14362, 8805, 3890)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(7236, 4235, 1690)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3674, 2029, 728)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1937, 1017, 329)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1022, 506, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(554, 260, 68)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(300, 133, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(166, 69, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(91, 36, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(51, 19, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(29, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(16, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(9, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #22 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.5902 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (90)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (68)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 106/1024 5088/49152 (10.4%)
brushes 7936/8192 95232/98304 (96.9%) VERY FULL!
brushsides 54764/65536 438112/524288 (83.6%) VERY FULL!
planes 21766/65536 435320/1310720 (33.2%)
vertexes 65167/65536 782004/786432 (99.4%) VERY FULL!
nodes 9746/65536 311872/2097152 (14.9%)
texinfos 7432/12288 535104/884736 (60.5%)
texdata 1421/2048 45472/65536 (69.4%)
dispinfos 1327/0 233552/0 ( 0.0%)
disp_verts 79879/0 1597580/0 ( 0.0%)
disp_tris 122528/0 245056/0 ( 0.0%)
disp_lmsamples 7633232/0 7633232/0 ( 0.0%)
faces 34126/65536 1911056/3670016 (52.1%)
hdr faces 34126/65536 1911056/3670016 (52.1%)
origfaces 22383/65536 1253448/3670016 (34.2%)
leaves 9853/65536 315296/2097152 (15.0%)
leaffaces 42035/65536 84070/131072 (64.1%)
leafbrushes 17981/65536 35962/131072 (27.4%)
areas 10/256 80/2048 ( 3.9%)
surfedges 226224/512000 904896/2048000 (44.2%)
edges 166028/256000 664112/1024000 (64.9%)
LDR worldlights 1112/8192 97856/720896 (13.6%)
HDR worldlights 1112/8192 97856/720896 (13.6%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 309/1024 4944/16384 (30.2%)
overlays 267/512 93984/180224 (52.1%)
LDR lightdata [variable] 58136920/0 ( 0.0%)
HDR lightdata [variable] 58136920/0 ( 0.0%)
visdata [variable] 911219/16777216 ( 5.4%)
entdata [variable] 909900/393216 (231.4%) VERY FULL!
LDR ambient table 9853/65536 39412/262144 (15.0%)
HDR ambient table 9853/65536 39412/262144 (15.0%)
LDR leaf ambient 45891/65536 1284948/1835008 (70.0%)
HDR leaf ambient 44505/65536 1246140/1835008 (67.9%)
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] 1/2410584 ( 0.0%)
dtl prp lght [variable] 1/272669 ( 0.0%)
HDR dtl prp lght [variable] 1/272669 ( 0.0%)
static props [variable] 1/289208 ( 0.0%)
pakfile [variable] 32871665/0 ( 0.0%)
physics [variable] 2871997/4194304 (68.5%)
physics terrain [variable] 319099/1048576 (30.4%)

Level flags = 0

Total triangle count: 68366
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_rockford_v1b.bsp
39 minutes, 22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_rockford_v1b.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_rockford_v1b.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "rp_rockford_v1b"
Ça c'est pas ta compilation complète, il me la faut en entier (mets-la sur pastebin dans le pire des cas).
 
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Réactions: Erwann Fox et NoaGamingFR
  • Initiateur de la discussion
Erwann Fox

Erwann Fox

Amateur de projet
Messages
437
Score réaction
24
Points
115
Taink à dit:
Ça c'est pas ta compilation complète, il me la faut en entier (mets-la sur pastebin dans le pire des cas).
Cadeau :

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3"

Valve Software - vbsp.exe (Oct 3 2018)
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_glife_rockford3.vmf
Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
material "warehouse/se1_metal_roof_ceiling_01" not found.
Material not found!: WAREHOUSE/SE1_METAL_ROOF_CEILING_01
material "sgtsicktextures/window1" not found.
Material not found!: SGTSICKTEXTURES/WINDOW1
material "concrete/concretefloor_bunker01a" not found.
Material not found!: CONCRETE/CONCRETEFLOOR_BUNKER01A
Can't find surfaceprop sheetrock for material PLASTER/CEILING_POPCORN02, using default
material "brick/brickwall_white" not found.
Material not found!: BRICK/BRICKWALL_WHITE
Brush 11844: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: TOOLS/TOOLSNODRAW


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3"

Valve Software - vvis.exe (Oct 3 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3"

Valve Software - vrad.exe SSE (Oct 3 2018)

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_glife_rockford3.bsp
Error! Invalid model version "models/props_junk/dumpster.mdl"
Error! Invalid model version "models/props_rooftop/chimneypipe_cluster02a.mdl"
Error! Invalid model version "models/props_foliage/urban_streettree01.mdl"
Error! Invalid model version "models/props_foliage/mall_pot_large01.mdl"
Error! Invalid model version "models/props_foliage/mall_small_palm01.mdl"
Error! Invalid model version "models/props_foliage/mall_big_plant01.mdl"
Error! Invalid model version "models/props_foliage/mall_bigleaves_plant03.mdl"
Error! Invalid model version "models/props_foliage/mall_bush02.mdl"
Error! Invalid model version "models/props_foliage/mall_pot_squarexl01.mdl"
Error! Invalid model version "models/props_foliage/maple_001_l.mdl"
Error! Invalid model version "models/props_interiors/dining_table_round.mdl"
Error! Invalid model version "models/props_interiors/refrigerator03.mdl"
Error! Invalid model version "models/props_interiors/chairs_airport.mdl"
Error! Invalid model version "models/props_foliage/mall_tree_large01.mdl"
Error! Invalid model version "models/props_foliage/mall_tree_medium01.mdl"
Error! Invalid model version "models/props_lighting/airportlight01.mdl"
Error! Invalid model version "models/props_buildings/watertower_001a.mdl"
Error! Invalid model version "models/props_foliage/tree_base_bushes01.mdl"
Error! Unable to load model "models/props_wasteland/interior_fence004c.mdl"
Error! Unable to load model "models/props_forest/light_security.mdl"
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (14.25 seconds)
25456 faces
6 degenerate faces
7891639 square feet [1136396032.00 square inches]
149 Displacements
1717604 Square Feet [247335072.00 Square Inches]
25450 patches before subdivision
484484 patches after subdivision
sun extent from map=0.000000
960 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (149)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (150)
transfers 65457344, max 2379
transfer lists: 499.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2578641, 2211230, 1321559)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(617845, 494601, 276672)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(195826, 145667, 77603)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(77581, 53812, 26420)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(35761, 23354, 10571)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(17159, 10418, 4244)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9027, 5147, 1899)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(4749, 2500, 824)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2658, 1305, 387)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1475, 665, 176)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(852, 357, 84)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(488, 187, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(287, 102, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(168, 54, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(99, 30, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(59, 16, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(35, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(21, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(13, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(7, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #24 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2338 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (38)
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 (39)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 182/1024 8736/49152 (17.8%)
brushes 6153/8192 73836/98304 (75.1%)
brushsides 40856/65536 326848/524288 (62.3%)
planes 15002/65536 300040/1310720 (22.9%)
vertexes 46925/65536 563100/786432 (71.6%)
nodes 11107/65536 355424/2097152 (16.9%)
texinfos 5908/12288 425376/884736 (48.1%)
texdata 1239/2048 39648/65536 (60.5%)
dispinfos 149/0 26224/0 ( 0.0%)
disp_verts 9381/0 187620/0 ( 0.0%)
disp_tris 14464/0 28928/0 ( 0.0%)
disp_lmsamples 771420/0 771420/0 ( 0.0%)
faces 25456/65536 1425536/3670016 (38.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15991/65536 895496/3670016 (24.4%)
leaves 11290/65536 361280/2097152 (17.2%)
leaffaces 34413/65536 68826/131072 (52.5%)
leafbrushes 14284/65536 28568/131072 (21.8%)
areas 69/256 552/2048 (27.0%)
surfedges 166014/512000 664056/2048000 (32.4%)
edges 122626/256000 490504/1024000 (47.9%)
LDR worldlights 960/8192 84480/720896 (11.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 208/1024 3328/16384 (20.3%)
overlays 78/512 27456/180224 (15.2%)
LDR lightdata [variable] 21602756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2817954/16777216 (16.8%)
entdata [variable] 660264/393216 (167.9%) VERY FULL!
LDR ambient table 11290/65536 45160/262144 (17.2%)
HDR ambient table 11290/65536 45160/262144 (17.2%)
LDR leaf ambient 57638/65536 1613864/1835008 (87.9%) VERY FULL!
HDR leaf ambient 11290/65536 316120/1835008 (17.2%)
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] 1/225392 ( 0.0%)
pakfile [variable] 17364799/0 ( 0.0%)
physics [variable] 2177824/4194304 (51.9%)
physics terrain [variable] 37509/1048576 ( 3.6%)

Level flags = 0

Total triangle count: 50976
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3.bsp
6 minutes, 54 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_glife_rockford3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_glife_rockford3.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "rp_glife_rockford3"
 
Taink

Taink

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Erwann Fox à dit:
Brush 11844: num_entities == MAX_MAP_ENTITIES
et voilà

t'as juste trop d'entités
 
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Erwann Fox

Erwann Fox

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Taink à dit:
et voilà

t'as juste trop d'entités
C'est pour cela que en jeux, je n'est aucune modification ?
 
Taink

Taink

El Magnifico
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Erwann Fox à dit:
C'est pour cela que en jeux, je n'est aucune modification ?
Oui, la map ne se compile pas donc tu n'as pas de modifications à faire.
 
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Réactions: Erwann Fox
  • Initiateur de la discussion
Erwann Fox

Erwann Fox

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Comment trouvé les entités? pour en retirer.. parce que oui je compile une fois en jeux y'a rien du tout de ce que j'ai fait depuis 1h ..
 
Akulla

Akulla

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Erwann Fox à dit:
Comment trouvé les entités? pour en retirer.. parce que oui je compile une fois en jeux y'a rien du tout de ce que j'ai fait depuis 1h ..
Bah une entité c'est une entité 4Head
... c'est tout ce qui a une fenêtre qui s'ouvre quand tu clique dessus en expliquant très simplement
 
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Erwann Fox

Erwann Fox

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Akulla à dit:
Bah une entité c'est une entité 4Head
... c'est tout ce qui a une fenêtre qui s'ouvre quand tu clique dessus en expliquant très simplement
FUNgineer
Plus sérieusement ( je suis pas une machine en Hammer ) Kappa
 
Akulla

Akulla

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Erwann Fox à dit:
FUNgineer
Plus sérieusement ( je suis pas une machine en Hammer ) Kappa
regarde le truc écrit en blanc dans le msg
 
  • Initiateur de la discussion
Erwann Fox

Erwann Fox

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Messages
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  • Initiateur de la discussion
Erwann Fox

Erwann Fox

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Messages
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J’ai beau retirer énormément de lampe, rien ne change j’ai toujours la même somme de nombre 660264.. c’est ce qui m’empêche de compiler la map.

entdata [variable] 660264/393216 (167.9%) VERY FULL!
 
Akulla

Akulla

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Erwann Fox à dit:
J’ai beau retirer énormément de lampe, rien ne change j’ai toujours la même somme de nombre 660264.. c’est ce qui m’empêche de compiler la map.

entdata [variable] 660264/393216 (167.9%) VERY FULL!
rien a voir,c'est une approximation,c'est pas du tout le problème

j'ai sa sur ma map scp entdata [variable] 1591084/393216 (404.6%) VERY FULL! et sa fais rien
 
  • Initiateur de la discussion
Erwann Fox

Erwann Fox

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Bah dis moi comment je pourrai résoudre cela alors?
J'ai changé juste les texture de la map pour le moment je compil ca va jusqu'a la fin sa m'ouvre Gmod j'arrive sur la map mais de base sans aucune de mes modifications faite .. ?
 
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