Hammer erreur de compilation

  • Initiateur de la discussion zytrone
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  • Initiateur de la discussion
zytrone

zytrone

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Bonjour , voila j'ai cherché partout et je ne trouve pas pourquoi ma map ne veux pas se compiler elle me dit cette erreur la dans les logs :Brush 54466: MAX_MAP_BRUSHSIDES ,
sur le site http://hammer.logout.fr/?p=HLErr j'ai regardé mon erreur et ils me disent que cela viens du fait que ma map représente trop de face à lire est elle donc trop complexe pour être compiler . alors que j'ai réspecté tout les brush maximum je suis à 8178 et à 49301 faces voici un screen .
si une personne sais d'ou sa viens je suis preneur , je retourne chercher le temp ^^

screen:
1529351185567.png
 
TritiemeTV

TritiemeTV

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Bonjour,

Il nous faudrais ton log de compil.
 
  • Initiateur de la discussion
zytrone

zytrone

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voila ce que sa me donne :

** 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:\Users\pierre\Desktop\rp_medieval_v5.vmf"

Valve Software - vbsp.exe (May 22 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\pierre\Desktop\rp_medieval_v5.vmf
Brush 54551: MAX_MAP_BRUSHSIDES
Side 5
Texture: CHATEAUX/CASTLE_C31_A


** 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:\Users\pierre\Desktop\rp_medieval_v5"

Valve Software - vvis.exe (May 22 2018)
4 threads
reading c:\users\pierre\desktop\rp_medieval_v5.bsp
reading c:\users\pierre\desktop\rp_medieval_v5.prt
LoadPortals: couldn't read c:\users\pierre\desktop\rp_medieval_v5.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:\Users\pierre\Desktop\rp_medieval_v5"

Valve Software - vrad.exe SSE (May 22 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\pierre\desktop\rp_medieval_v5.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (24.72 seconds)
42402 faces
12 degenerate faces
22027972 square feet [3172027904.00 square inches]
2045 Displacements
5474156 Square Feet [788278528.00 Square Inches]
609 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1017)
Build Patch/Sample Hash Table(s).....Done<0.6917 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
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 (115)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 5822/8192 69864/98304 (71.1%)
brushsides 52565/65536 420520/524288 (80.2%) VERY FULL!
planes 46650/65536 933000/1310720 (71.2%)
vertexes 64662/65536 775944/786432 (98.7%) VERY FULL!
nodes 28175/65536 901600/2097152 (43.0%)
texinfos 5011/12288 360792/884736 (40.8%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 2045/0 359920/0 ( 0.0%)
disp_verts 51125/0 1022500/0 ( 0.0%)
disp_tris 65440/0 130880/0 ( 0.0%)
disp_lmsamples 15162472/0 15162472/0 ( 0.0%)
faces 42402/65536 2374512/3670016 (64.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20986/65536 1175216/3670016 (32.0%)
leaves 28204/65536 902528/2097152 (43.0%)
leaffaces 48443/65536 96886/131072 (73.9%)
leafbrushes 20034/65536 40068/131072 (30.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 280775/512000 1123100/2048000 (54.8%)
edges 160832/256000 643328/1024000 (62.8%)
LDR worldlights 609/8192 53592/720896 ( 7.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2864/32768 28640/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 49371/65536 98742/131072 (75.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 179/512 63008/180224 (35.0%)
LDR lightdata [variable] 32447340/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 307060/393216 (78.1%)
LDR ambient table 28204/65536 112816/262144 (43.0%)
HDR ambient table 28204/65536 112816/262144 (43.0%)
LDR leaf ambient 134811/65536 3774708/1835008 (205.7%) VERY FULL!
HDR leaf ambient 28204/65536 789712/1835008 (43.0%)
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] 1/101330 ( 0.0%)
pakfile [variable] 117623600/0 ( 0.0%)
physics [variable] 2197512/4194304 (52.4%)
physics terrain [variable] 410605/1048576 (39.2%)

Level flags = 0

Total triangle count: 111620
Writing c:\users\pierre\desktop\rp_medieval_v5.bsp
19 minutes, 59 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\pierre\Desktop\rp_medieval_v5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_medieval_v5.bsp"
 
TritiemeTV

TritiemeTV

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Bonjour,

Pour réglé le bug Brush 54551: MAX_MAP BRUSHSIDES il faut que tu transforme des bout de ta map ou des maison en func_details.
 
  • Initiateur de la discussion
zytrone

zytrone

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Daccord je vais faire sa merci à toi ! :)
 
Dernière édition:
  • Initiateur de la discussion
zytrone

zytrone

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Re bonjour j'ai toujours le même probléme même aprés avoir mis en func détail énormement de choses sur ma map voici les logs :


** 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:\Users\pierre\Desktop\rp_medieval_v5.vmf"

Valve Software - vbsp.exe (May 22 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\pierre\Desktop\rp_medieval_v5.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 7414: MAX_MAP_BRUSHSIDES
Side 0
Texture: /CASTLE_BRICK4


** 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:\Users\pierre\Desktop\rp_medieval_v5"

Valve Software - vvis.exe (May 22 2018)
4 threads
reading c:\users\pierre\desktop\rp_medieval_v5.bsp
reading c:\users\pierre\desktop\rp_medieval_v5.prt
LoadPortals: couldn't read c:\users\pierre\desktop\rp_medieval_v5.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:\Users\pierre\Desktop\rp_medieval_v5"

Valve Software - vrad.exe SSE (May 22 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\pierre\desktop\rp_medieval_v5.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (24.70 seconds)
42402 faces
12 degenerate faces
22027972 square feet [3172027904.00 square inches]
2045 Displacements
5474156 Square Feet [788278528.00 Square Inches]
609 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (781)
Build Patch/Sample Hash Table(s).....Done<0.5288 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
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 (77)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 5822/8192 69864/98304 (71.1%)
brushsides 52565/65536 420520/524288 (80.2%) VERY FULL!
planes 46650/65536 933000/1310720 (71.2%)
vertexes 64662/65536 775944/786432 (98.7%) VERY FULL!
nodes 28175/65536 901600/2097152 (43.0%)
texinfos 5011/12288 360792/884736 (40.8%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 2045/0 359920/0 ( 0.0%)
disp_verts 51125/0 1022500/0 ( 0.0%)
disp_tris 65440/0 130880/0 ( 0.0%)
disp_lmsamples 15162472/0 15162472/0 ( 0.0%)
faces 42402/65536 2374512/3670016 (64.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20986/65536 1175216/3670016 (32.0%)
leaves 28204/65536 902528/2097152 (43.0%)
leaffaces 48443/65536 96886/131072 (73.9%)
leafbrushes 20034/65536 40068/131072 (30.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 280775/512000 1123100/2048000 (54.8%)
edges 160832/256000 643328/1024000 (62.8%)
LDR worldlights 609/8192 53592/720896 ( 7.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2864/32768 28640/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 49371/65536 98742/131072 (75.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 179/512 63008/180224 (35.0%)
LDR lightdata [variable] 32447340/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 307060/393216 (78.1%)
LDR ambient table 28204/65536 112816/262144 (43.0%)
HDR ambient table 28204/65536 112816/262144 (43.0%)
LDR leaf ambient 134808/65536 3774624/1835008 (205.7%) VERY FULL!
HDR leaf ambient 28204/65536 789712/1835008 (43.0%)
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] 1/101330 ( 0.0%)
pakfile [variable] 117623600/0 ( 0.0%)
physics [variable] 2197512/4194304 (52.4%)
physics terrain [variable] 410605/1048576 (39.2%)

Level flags = 0

Total triangle count: 111620
Writing c:\users\pierre\desktop\rp_medieval_v5.bsp
15 minutes, 12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\pierre\Desktop\rp_medieval_v5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_medieval_v5.bsp"
 
Taink

Taink

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TritiemeTV à dit:
Bonjour,

Pour réglé le bug Brush 54551: MAX_MAP BRUSHSIDES il faut que tu transforme des bout de ta map ou des maison en func_details.
Les func_details restent des faces de brushs. Idéalement, il faudrait transformer certains brushs en props via propper.
 
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  • Initiateur de la discussion
zytrone

zytrone

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d'accord merci .
 
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