Hammer ma map fait planté mon jeux

  • Initiateur de la discussion jeremiedreux
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  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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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
 
  • Banni
lampoule

lampoule

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Tu a un leak
**** leaked ****
Entity prop_static (-475.04-599.76 -154.10) leaked!
Et sa s'appelle une compilation :)
Decompiller c'est lorsque tu crer le vfm a partir du bsp de la map,compiller c'est l'inversse.
 
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Réactions: AyZenSantos
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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lampoule à dit:
Tu a un leak
**** leaked ****
Entity prop_static (-475.04-599.76 -154.10) leaked!
Et sa s'appelle une compilation :)
Decompiller c'est lorsque tu crer le vfm a partir du bsp de la map,compiller c'est l'inversse.
Merci de ta reponsse.Comment sa leaked ? Oui je me trompe toujour avec compilation est decompilation XD
 
  • Banni
lampoule

lampoule

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jeremiedreux à dit:
Merci de ta reponsse.Comment sa leaked ? Oui je me trompe toujour avec compilation est decompilation XD
Tu regarde les positions **** leaked ****
Entity prop_static (-475.04-599.76 -154.10) leaked! Et tu le suprime puis te recompille et tu regarde si il y en a encore
 
SkydrazZ

SkydrazZ

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En gros t as un trou dans ta map
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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SkydrazZ à dit:
En gros t as un trou dans ta map
Non méme pas tout est normal puis le jeux plante
 
AyZenSantos

AyZenSantos

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jeremiedreux à dit:
Non méme pas tout est normal puis le jeux plante
Corrigé l'erreur est test
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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AyZenSantos à dit:
Corrigé l'erreur est test
oui j'ai enlever le leak mes sa plante toujour ;(
 
SkydrazZ

SkydrazZ

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jeremiedreux à dit:
oui j'ai enlever le leak mes sa plante toujour ;(
T as optimisé ta map?
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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Akulla

Akulla

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Sa m'étonnerai qu'il sache optimiser une map si il ne sait pas ce que c'est un leak FrankerZ
 
Taink

Taink

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jeremiedreux à dit:
oui j'ai enlever le leak mes sa plante toujour ;(
Quel est ton log maintenant ?
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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Taink à dit:
Quel est ton log maintenant ?
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...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.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) (21231 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 67 texinfos to 52
Reduced 16 texdatas to 15 (461 bytes to 434)
Writing C:\Users\Jeremie Dreux\Desktop\upload logiciel\map\gm_gasstation.bsp
36 seconds elapsed



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
125 portalclusters
357 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5 visible clusters (0.04%)
Total clusters visible: 12376
Average clusters visible: 99
Building PAS...
Average clusters audible: 123
visdatasize:4993 compressed from 4000
writing c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.bsp
0 seconds elapsed



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
363 faces
167162 square feet [24071396.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
363 patches before subdivision
8861 patches after subdivision
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
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 294494, max 310
transfer lists: 2.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(23924, 21430, 17839)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(6863, 5727, 4334)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2433, 1919, 1330)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(934, 693, 430)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(365, 255, 142)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(145, 96, 48)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(58, 36, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(23, 14, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(9, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(4, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0019 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

Level flags = 0

Total triangle count: 977
Writing c:\users\jeremie dreux\desktop\upload logiciel\map\gm_gasstation.bsp
2 seconds elapsed
 
Taink

Taink

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Bah ça semble normal, tu es sûr de ne pas utiliser trop d'éléments dynamiques dans ta map ?
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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Taink à dit:
Bah ça semble normal, tu es sûr de ne pas utiliser trop d'éléments dynamiques dans ta map ?
il y en a juste environt 10
 
Taink

Taink

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