[Hammer] Ma map fait crash garry's mod.

  • Initiateur de la discussion jeremiedreux
  • Date de début
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
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Bonjour, Pour je ne sait quelle reson de puis que j'ai fait 2 3 modif mon garry's mod plante lorsque je lance ma map. J'ai un screen du site qui vérifie la compile mes il me dis "5 degenerate faces" Probléme je ne sait pas ou il sont puis avent j'avait deja cette erreur puis tout aller bien, Donc je ne penses pas que le problème vien de la.
Pour cette erreur "zero area child patch" Sa me dis de faire "Alt+p" donc je les fait j'ai fix tout les face mes le problème persiste dans la compile le message est toujours affiché. "Could not find lights.rad in lights.rad."
Avent les modif ma map se lancer tres bien aussi.

materialPath: E:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
Loading E:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\maps\Alcatrase.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
"materials/concrete/blendconcretegravel001a.vtf": cached version doesn't exist
Could not locate 'GameData' key in e:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
Patching WVT material: maps/alcatrase/concrete/blendconcretegravel001a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\maps\Alcatrase.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) (223822 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 957 texinfos to 601
Reduced 65 texdatas to 60 (1621 bytes to 1448)
Writing E:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\maps\Alcatrase.bsp
0 seconds elapsed



4 threads
reading e:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Alcatrase.bsp
reading e:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Alcatrase.prt
1381 portalclusters
3869 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 4246 visible clusters (1.61%)
Total clusters visible: 263325
Average clusters visible: 190
Building PAS...
Average clusters audible: 764
visdatasize:348407 compressed from 486112
writing e:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Alcatrase.bsp
20 seconds elapsed



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file E:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
Loading e:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Alcatrase.bsp
3442 faces
5 degenerate faces
774173 square feet [111481008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3437 patches before subdivision
zero area child patch
69955 patches after subdivision
2 direct lights
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Build Patch/Sample Hash Table(s).....Done<0.0179 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 609/8192 7308/98304 ( 7.4%)
brushsides 3761/65536 30088/524288 ( 5.7%)
planes 1742/65536 34840/1310720 ( 2.7%)
vertexes 6550/65536 78600/786432 (10.0%)
nodes 2534/65536 81088/2097152 ( 3.9%)
texinfos 601/12288 43272/884736 ( 4.9%)
texdata 60/2048 1920/65536 ( 2.9%)
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 3442/65536 192752/3670016 ( 5.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1603/65536 89768/3670016 ( 2.4%)
leaves 2538/65536 81216/2097152 ( 3.9%)
leaffaces 4108/65536 8216/131072 ( 6.3%)
leafbrushes 1381/65536 2762/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23267/512000 93068/2048000 ( 4.5%)
edges 14287/256000 57148/1024000 ( 5.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 425/32768 4250/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7455/65536 14910/131072 (11.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3201172/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 348407/16777216 ( 2.1%)
entdata [variable] 19375/393216 ( 4.9%)
LDR ambient table 2538/65536 10152/262144 ( 3.9%)
HDR ambient table 2538/65536 10152/262144 ( 3.9%)
LDR leaf ambient 7782/65536 217896/1835008 (11.9%)
HDR leaf ambient 2538/65536 71064/1835008 ( 3.9%)
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] 1/12 ( 8.3%)
static props [variable] 1/8092 ( 0.0%)
pakfile [variable] 212680/0 ( 0.0%)
physics [variable] 223822/4194304 ( 5.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9970
Writing e:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Alcatrase.bsp
17 seconds elapsed

https://zupimages.net/up/18/14/tdul.png

 
Akulla

Akulla

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jeremiedreux à dit:
"5 degenerate faces"
Tes brushs sont trop petit ou pas alignés a la grille
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
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Akulla à dit:
Tes brushs sont trop petit ou pas alignés a la grille
Peut tu me r'appeler se que cela veut dire stp ?
 
Akulla

Akulla

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jeremiedreux à dit:
Peut tu me r'appeler se que cela veut dire stp ?
Hammer arrive pas a bien calculer ton brush de souvenir
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
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Akulla à dit:
Hammer arrive pas a bien calculer ton brush de souvenir
Ok mes je ne sait plus sa vedire quoi brush ?
 
Akulla

Akulla

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jeremiedreux à dit:
Ok mes je ne sait plus sa vedire quoi brush ?
les cubes que tu fais --'
 
Wabel

Wabel

Je ne sais pas quoi mettre
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jeremiedreux à dit:
Ok mes je ne sait plus sa vedire quoi brush ?
Tes brushs c'est les blocs que tu crée
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
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WabelGame à dit:
Tes brushs c'est les blocs que tu crée
Merci, Il y a pas possibilité de s'avoir quelle bloc empeche la compilation :( ?
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
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Akulla à dit:
les cubes que tu fais --'
Merci, Il y a pas possibilité de s'avoir quelle bloc empeche la compilation :( ?
 
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