Compiler Rockford v2a ?

  • Initiateur de la discussion VoltanLumina
  • Date de début
Akulla

Akulla

Helpeur Divin
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Akulla à dit:
Too many unique verts, max = 65536 (map has too much brush geometry)

Retire des batiments/polygons en espérant que sa parte
 
xLomble77

xLomble77

Psychopathe
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  • Initiateur de la discussion
VoltanLumina

VoltanLumina

Geek
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http://hpics.li/f52f2a0
 
Akulla

Akulla

Helpeur Divin
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Cherche pas plus loin,l'erreur que j'ai cité = ton leak
Tu peux pas la régler si tu retire pas des polygons
 
Feytone

Feytone

Chuck Norris
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Tu as décompilé Rockford ? x)
 
xLomble77

xLomble77

Psychopathe
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Feytone à dit:
Tu as décompilé Rockford ? x)
c'est assez bête sachant que le .vmf est disponible ^^ sur facepunch
 
  • Initiateur de la discussion
VoltanLumina

VoltanLumina

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xLomble77 à dit:
c'est assez bête sachant que le .vmf est disponible ^^ sur facepunch
Nan j'ai pas décompiler ^^
 
Feytone

Feytone

Chuck Norris
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VoltanLumina à dit:
Nan j'ai pas décompiler ^^
Pourquoi y'a un d alors quand tu veux enregistrer ou sur tes logs ? On m'a dit que ça voulait dire que c'est décompilé.
 
  • Initiateur de la discussion
VoltanLumina

VoltanLumina

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La j'ai un autre soucis mdr , quand je modifie quelque chose , bah quand je lance la map rien n'a changer , alors que j'avais dèja changer pas mal de chose :$ voici la compil

** 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:\users\volta\desktop\hori\rp_horizon_v1"

Valve Software - vbsp.exe (Apr 29 2016)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\users\volta\desktop\hori\rp_horizon_v1.vmf
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/FLOOR/MARBLE01A, using default
Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Error: displacement found on a(n) func_detail entity - not supported (entity 5260, brush 0)


** 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:\users\volta\desktop\hori\rp_horizon_v1"

Valve Software - vvis.exe (May 25 2017)
fastvis = true
4 threads
reading c:\users\volta\desktop\hori\rp_horizon_v1.bsp
reading c:\users\volta\desktop\hori\rp_horizon_v1.prt
LoadPortals: couldn't read c:\users\volta\desktop\hori\rp_horizon_v1.prt


** 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:\users\volta\desktop\hori\rp_horizon_v1"

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:\users\volta\desktop\hori\rp_horizon_v1.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_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_wasteland/exterior_fence001b.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_interiors/chairs_airport.mdl"
Error! Invalid model version "models/props_buildings/watertower_001a.mdl"
Error! Invalid model version "models/props_lab/freightelevatorbutton.mdl"
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No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (18.42 seconds)
28069 faces
34 degenerate faces
22706948 square feet [3269800448.00 square inches]
1369 Displacements
8914866 Square Feet [1283740672.00 Square Inches]
sun extent from map=0.000000
1028 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (367)
Build Patch/Sample Hash Table(s).....Done<0.3638 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (29)
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 (95)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 131/1024 6288/49152 (12.8%)
brushes 6472/8192 77664/98304 (79.0%)
brushsides 45952/65536 367616/524288 (70.1%)
planes 21212/65536 424240/1310720 (32.4%)
vertexes 55798/65536 669576/786432 (85.1%) VERY FULL!
nodes 12299/65536 393568/2097152 (18.8%)
texinfos 6522/12288 469584/884736 (53.1%)
texdata 1275/2048 40800/65536 (62.3%)
dispinfos 1369/0 240944/0 ( 0.0%)
disp_verts 81545/0 1630900/0 ( 0.0%)
disp_tris 124928/0 249856/0 ( 0.0%)
disp_lmsamples 7676236/0 7676236/0 ( 0.0%)
faces 28069/65536 1571864/3670016 (42.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18594/65536 1041264/3670016 (28.4%)
leaves 12431/65536 397792/2097152 (19.0%)
leaffaces 34901/65536 69802/131072 (53.3%)
leafbrushes 14566/65536 29132/131072 (22.2%)
areas 13/256 104/2048 ( 5.1%)
surfedges 186972/512000 747888/2048000 (36.5%)
edges 134966/256000 539864/1024000 (52.7%)
LDR worldlights 1028/8192 90464/720896 (12.5%)
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 278/1024 4448/16384 (27.1%)
overlays 88/512 30976/180224 (17.2%)
LDR lightdata [variable] 57285056/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 865860/393216 (220.2%) VERY FULL!
LDR ambient table 12431/65536 49724/262144 (19.0%)
HDR ambient table 12431/65536 49724/262144 (19.0%)
LDR leaf ambient 85949/65536 2406572/1835008 (131.1%) VERY FULL!
HDR leaf ambient 12431/65536 348068/1835008 (19.0%)
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] 1/282810 ( 0.0%)
pakfile [variable] 387160/0 ( 0.0%)
physics [variable] 2359146/4194304 (56.2%)
physics terrain [variable] 328381/1048576 (31.3%)

Level flags = 0

Total triangle count: 56303
Writing c:\users\volta\desktop\hori\rp_horizon_v1.bsp
8 minutes, 36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\volta\desktop\hori\rp_horizon_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_horizon_v1.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_horizon_v1"
 
Akulla

Akulla

Helpeur Divin
Messages
3 808
Score réaction
2 240
Points
550
Feytone à dit:
Pourquoi y'a un d alors quand tu veux enregistrer ou sur tes logs ? On m'a dit que ça voulait dire que c'est décompilé.
Ta raison, c'est décompilé quand c'est _d
 
  • Initiateur de la discussion
VoltanLumina

VoltanLumina

Geek
Messages
195
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14
Points
65
Feytone à dit:
Pourquoi y'a un d alors quand tu veux enregistrer ou sur tes logs ? On m'a dit que ça voulait dire que c'est décompilé.
Yep j'ai vue sur un topics perdue , puis je voulais teste mais j'ai compris que sa voulais juste dire ça
 
Akulla

Akulla

Helpeur Divin
Messages
3 808
Score réaction
2 240
Points
550
Error: displacement found on a(n) func_detail entity - not supported (entity 5260, brush 0)
Tu trouve l'entité en mettant que les func_detail dans les visgroups

Patch Sample Radius Clamped!
Clique sur le bouton rouge dans la barre d'outils de hammer

Error! Invalid model version
https://www.garrycity.fr/threads/hammer-map-endommagee-ou-quoi.12382/
 
  • Initiateur de la discussion
VoltanLumina

VoltanLumina

Geek
Messages
195
Score réaction
14
Points
65
Akulla à dit:
Error: displacement found on a(n) func_detail entity - not supported (entity 5260, brush 0)
Tu trouve l'entité en mettant que les func_detail dans les visgroups

Patch Sample Radius Clamped!
Clique sur le bouton rouge dans la barre d'outils de hammer

Error! Invalid model version
https://www.garrycity.fr/threads/hammer-map-endommagee-ou-quoi.12382/
donc tu pense que ça vient de la le probleme ?
 
Taink

Taink

El Magnifico
Messages
5 292
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Points
965
Akulla à dit:
La map rockford est rapide,elle a beaucoup de func_detail,mais compile la en fast,sa devrait prendre 15min en fast,et c'est quasiment le meme résultat qu'en final
Mais quelle bonne idée... Sur Rockford, en plus :rolleyes:

Fast c'est fait pour du playtest, c'est pas sensé être là pour une grosse map telle que Rockford.
VoltanLumina à dit:
Yo , après des multiple recherche et de question , je me demande comment compiler rockford v2a avec le vmf officiel , sans qui est une erreur , si vous avez des astuce etc je suis pour ;)

<3
Pourquoi ?
La map est un bordel sans nom pour Source, je sais pas comment Statua a fait pour la compiler en étant satisfait...
C'est... Incroyablement mal optimisé, et en jeu ça se ressent.
Alors une modification, tu es sûr d'avoir des erreurs.

Avant de modifier, assure-toi d'être préparé aux éventuelles erreurs auxquelles tu vas faire face, seul. Tu ne pourras les éviter correctement que si tu les connais et que tu sais vraiment comment les corriger.
Ça peut paraître élitiste mais c'est vraiment pas fait pour tout le monde la modification, sans erreurs c'est quasiment impossible parce qu'il y a peu de chance que le mapper original te passe tout ce qu'il te faut pour compiler la map normalement.
Tu vas devoir chercher toi-même ce dont tu as besoin et quel est l'intérêt là-dedans ?
VoltanLumina à dit:
donc tu pense que ça vient de la le probleme ?
Entre autres, mais le model ne va juste pas s'afficher. Quant à ton displacement dans un func_detail, tu peux le trouver dans l'Entity Report (Map>Entity Report...). Tu vas devoir sélectionner ce func_detail et le transformer à nouveau en brush, car le fait de transformer un displacement en func_detail le rend invalide et ça n'a surtout pas de sens.

Akulla à dit:
Patch Sample Radius Clamped!
Clique sur le bouton rouge dans la barre d'outils de hammer
C'est en effet de LÀ que vient ton erreur, c'est un R dans un cercle rouge dans la barre d'outils de Hammer, en effet.
 
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Taink à dit:
Mais quelle bonne idée... Sur Rockford, en plus :rolleyes:

Fast c'est fait pour du playtest, c'est pas sensé être là pour une grosse map telle que Rockford.

Pourquoi ?
La map est un bordel sans nom pour Source, je sais pas comment Statua a fait pour la compiler en étant satisfait...
C'est... Incroyablement mal optimisé, et en jeu ça se ressent.
Alors une modification, tu es sûr d'avoir des erreurs.

Avant de modifier, assure-toi d'être préparé aux éventuelles erreurs auxquelles tu vas faire face, seul. Tu ne pourras les éviter correctement que si tu les connais et que tu sais vraiment comment les corriger.
Ça peut paraître élitiste mais c'est vraiment pas fait pour tout le monde la modification, sans erreurs c'est quasiment impossible parce qu'il y a peu de chance que le mapper original te passe tout ce qu'il te faut pour compiler la map normalement.
Tu vas devoir chercher toi-même ce dont tu as besoin et quel est l'intérêt là-dedans ?

Entre autres, mais le model ne va juste pas s'afficher. Quant à ton displacement dans un func_detail, tu peux le trouver dans l'Entity Report (Map>Entity Report...). Tu vas devoir sélectionner ce func_detail et le transformer à nouveau en brush, car le fait de transformer un displacement en func_detail le rend invalide et ça n'a surtout pas de sens.


C'est en effet de LÀ que vient ton erreur, c'est un R dans un cercle rouge dans la barre d'outils de Hammer, en effet.
Je viens de vérifier,j'avais lu -fast a la place de final sur le topic sur facepunch :

Parameters I used to compile were as follows:
-notjunc
-both
-final

Après,c'est pas mon délire de faire des modifications de rockford (Je suis plus saint_louis KappaClaus )
 
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Akulla à dit:
Parameters I used to compile were as follows:
-notjunc
-both
-final
Bah le -notjunc est une erreur à lui tout seul donc bon :x
Mais en effet c'est forcément en -final qu'il a fait la dernière version de sa map, c'est beaucoup plus beau.
 
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