- Initiateur de la discussion
jeremiedreux
Geek suprême
- Messages
- 303
- Score réaction
- 22
- Points
- 100
Bonjour comme dis dans le tire sur Hammer j'ai crée une petite map problème quant je la decompile tout se passe bien j'ai mon bsp mes quant je lance le jeux puis que je clique sur ma map pendent le chargement le jeux plante (Erreur basique de crash "hl2 a cessé de fonctionner")
Decompilation
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.vmf"
Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
Loading C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.vmf
Could not locate 'GameData' key in f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
Patching WVT material: maps/gm_gasstation/nature/blendgrassgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-475.04 -599.76 -154.10) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (21231 bytes)
Error! To use model "models/props_c17/door01_left.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
Error! To use model "models/props_wasteland/wood_fence01a.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_wasteland/wood_fence01a.mdl"!
Error! prop_static using model "models/props/de_inferno/crate_fruit_break.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_inferno/crate_fruit_break.mdl"!
Error! prop_static using model "models/props_c17/bench01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/bench01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 67 texinfos to 53
Reduced 16 texdatas to 15 (461 bytes to 434)
Writing C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.bsp
33 seconds elapsed
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation"
Valve Software - vvis.exe (May 15 2014)
4 threads
reading c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.bsp
reading c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.prt
LoadPortals: couldn't read c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.prt
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation"
Valve Software - vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
Loading c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.19 seconds)
359 faces
167176 square feet [24073444.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0014 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 (1)
Writing leaf ambient...done
Ready to Finish
Decompilation
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.vmf"
Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
Loading C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.vmf
Could not locate 'GameData' key in f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
Patching WVT material: maps/gm_gasstation/nature/blendgrassgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-475.04 -599.76 -154.10) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (21231 bytes)
Error! To use model "models/props_c17/door01_left.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
Error! To use model "models/props_wasteland/wood_fence01a.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_wasteland/wood_fence01a.mdl"!
Error! prop_static using model "models/props/de_inferno/crate_fruit_break.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_inferno/crate_fruit_break.mdl"!
Error! prop_static using model "models/props_c17/bench01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/bench01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 67 texinfos to 53
Reduced 16 texdatas to 15 (461 bytes to 434)
Writing C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.bsp
33 seconds elapsed
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation"
Valve Software - vvis.exe (May 15 2014)
4 threads
reading c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.bsp
reading c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.prt
LoadPortals: couldn't read c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.prt
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation"
Valve Software - vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
Loading c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.19 seconds)
359 faces
167176 square feet [24073444.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 144.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0014 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 (1)
Writing leaf ambient...done
Ready to Finish