[Hammer] Map en mode "nuit" (Bug)

  • Initiateur de la discussion Dayster
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Dayster

Dayster

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Bonsoir tout le monde, j'ai un problème avec ma map.
Depuis quelques heures elle est devenue complètement noir IG et dès que je met la commande mat_fullbright 0 la map redevient comme avant mais sans aucune ombre...

Je suis perdu et j'ai beau chercher je ne trouve rien.
Merci de votre aide et un screen à peut près identiques que mon problème ;


Sauf que moi les props je ne les vois pas claire.

Merci

@Taink @lirrox @Steinman78
 
Feytone

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Ton log de compile dans un pastebin serait le bienvenu !
 
  • Initiateur de la discussion
Dayster

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Edit : En fast ça donne :
Code:
** Executing...
** Command: "C:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d"
Valve Software - vbsp.exe (May 25 2017)
4 threads
materialPath: C:\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.vmf
material "nature/blendsandgraveldd2noscatters" not found.
Material not found!: NATURE/BLENDSANDGRAVELDD2NOSCATTERS
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "nature/blendsandgraveldd2" not found.
Material not found!: NATURE/BLENDSANDGRAVELDD2
material "realworldtextures/newer/1/sand_1_01" not found.
Material not found!: REALWORLDTEXTURES/NEWER/1/SAND_1_01
material "realworldtextures/floor/mixtile/solid/yellow" not found.
Material not found!: REALWORLDTEXTURES/FLOOR/MIXTILE/SOLID/YELLOW
material "realworldtextures/newer/1/camo_1_01" not found.
Material not found!: REALWORLDTEXTURES/NEWER/1/CAMO_1_01
material "realisticwallsandfloors/wood/woodfloor_02" not found.
Material not found!: REALISTICWALLSANDFLOORS/WOOD/WOODFLOOR_02
Can't find surfaceprop wet for material CONCRETE/URBAN_SIDEWALK_01B, using default
Can't find surfaceprop asphalt for material CONCRETE/MAINSTREET_ROAD01B, using default
Can't find surfaceprop asphalt for material CONCRETE/MAINSTREET_ROAD01B_-1229_8243_-341, using default
material "building_template/concretefloor013bz" not found.
Material not found!: BUILDING_TEMPLATE/CONCRETEFLOOR013BZ
material "test_speakers/cuwoodm" not found.
Material not found!: TEST_SPEAKERS/CUWOODM
material "de_chateau/logb" not found.
Material not found!: DE_CHATEAU/LOGB
material "metal/metalhull009b" not found.
Material not found!: METAL/METALHULL009B
Could not locate 'GameData' key in c:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/gm_dddesertroad_d/harvest/blend_trigo_wvt_patch
Patching WVT material: maps/gm_dddesertroad_d/harvest/blend_2rocatierra_wvt_patch
Patching WVT material: maps/gm_dddesertroad_d/harvest/blend_rocaroca_wvt_patch
Patching WVT material: maps/gm_dddesertroad_d/pn_aftermath/disp/d_sand1_dirt1_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 5886 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/painted to build the default cubemap!
Can't load skybox file skybox/painted to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (12452585 bytes)
Error loading studio model "models/de_inferno/cactus.mdl"!
Error loading studio model "models/de_inferno/cactus2.mdl"!
Static prop models/props_trenches/lapland02_128.mdl outside the map (-14464.00, -9981.00, 301.00)
Static prop models/props_trenches/lapland02_128.mdl outside the map (-14464.00, -10105.00, 302.00)
Static prop models/props_trenches/lapland02_128.mdl outside the map (-14462.00, -10229.00, 302.00)
Static prop models/props_trenches/lapland02_128.mdl outside the map (-14463.00, -10353.00, 302.00)
Static prop models/props_trenches/lapland02_128.mdl outside the map (-14464.00, -10476.00, 302.00)
Error loading studio model "models/de_cache/de_cache_target_01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
.Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
Material HARVEST/BLEND_TRIGO uses unknown detail object type rocks_redgrass!
.Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
Material HARVEST/BLEND_2ROCATIERRA uses unknown detail object type grass01!
10
Compacting texture/material tables...
Reduced 632 texinfos to 451
Reduced 42 texdatas to 36 (1235 bytes to 985)
Writing c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.bsp
8 seconds elapsed
** Executing...
** Command: "C:\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -fast -game "C:\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d"
Valve Software - vvis.exe (May 25 2017)
fastvis = true
4 threads
reading c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.bsp
reading c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.prt
1406 portalclusters
3638 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7996 visible clusters (0.42%)
Total clusters visible: 1911707
Average clusters visible: 1359
Building PAS...
Average clusters audible: 1404
visdatasize:504527 compressed from 494912
writing c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d"
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\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.bsp
Setting up ray-trace acceleration structure... Done (3.27 seconds)
11057 faces
10 degenerate faces
44860248 square feet [6459875840.00 square inches]
835 Displacements
7266774 Square Feet [1046415424.00 Square Inches]
11047 patches before subdivision
zero area child patch
136391 patches after subdivision
sun extent from map=0.017452
68 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (64)
transfers 7338643, max 2824
transfer lists: 56.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(88297, 55721, 28956)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(675, 322, 118)
Build Patch/Sample Hash Table(s).....Done<0.1339 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (17)
FinalLightFace Done
40 of 60 (66% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (33)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 3236/8192 38832/98304 (39.5%)
brushsides 22098/65536 176784/524288 (33.7%)
planes 9424/65536 188480/1310720 (14.4%)
vertexes 16176/65536 194112/786432 (24.7%)
nodes 7514/65536 240448/2097152 (11.5%)
texinfos 451/12288 32472/884736 ( 3.7%)
texdata 36/2048 1152/65536 ( 1.8%)
dispinfos 835/0 146960/0 ( 0.0%)
disp_verts 64147/0 1282940/0 ( 0.0%)
disp_tris 100928/0 201856/0 ( 0.0%)
disp_lmsamples 1956216/0 1956216/0 ( 0.0%)
faces 11057/65536 619192/3670016 (16.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5761/65536 322616/3670016 ( 8.8%)
leaves 7569/65536 242208/2097152 (11.5%)
leaffaces 12894/65536 25788/131072 (19.7%)
leafbrushes 14899/65536 29798/131072 (22.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 78576/512000 314304/2048000 (15.3%)
edges 45731/256000 182924/1024000 (17.9%)
LDR worldlights 68/8192 5984/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1466/32768 14660/327680 ( 4.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27261/65536 54522/131072 (41.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10074624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 504527/16777216 ( 3.0%)
entdata [variable] 15825/393216 ( 4.0%)
LDR ambient table 7569/65536 30276/262144 (11.5%)
HDR ambient table 7569/65536 30276/262144 (11.5%)
LDR leaf ambient 30211/65536 845908/1835008 (46.1%)
HDR leaf ambient 7569/65536 211932/1835008 (11.5%)
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] 1/28080 ( 0.0%)
pakfile [variable] 2504/0 ( 0.0%)
physics [variable] 12452585/4194304 (296.9%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32402
Writing c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.bsp
2 minutes, 21 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\users\dayster\desktop\nouveau dossier (8)\gm_dddesertroad_d.bsp" "C:\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_dddesertroad_d.bsp"

"physics [variable] 12452585/4194304 (296.9%) VERY FULL!" Le seul truc que j'ai remarqué
 
  • Initiateur de la discussion
Dayster

Dayster

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Modifié
 
Feytone

Feytone

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Donc déjà tu as là toutes les erreurs un peu gênantes : http://hammer.logout.fr/?p=HLErr&showall

Mais il y a comme je le pense un leak d'après ce que donne ton log.

- Pas de noDraw sur un displacement
- 2 overlays ont plus de 64 faces (hors c'est le max)
- Tu as un leak (ou un prop en dehors de la limite de map)
- Et trop de certaines choses : optimisation conseillé par hammer logout : http://hammer.logout.fr/?p=optimisation
 
Taink

Taink

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T'es sur CS:GO, là, non ?

Si c'est le cas, c'est normal : CS:GO est un jeu qui ne fonctionne qu'en HDR, donc tu dois compiler en HDR Full compile.
 
Malcolm

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Ya que moi qui va raller parce que c'est dans la categorie gmod ? ^^
 
Feytone

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malcolm2003 à dit:
Ya que moi qui va raller parce que c'est dans la categorie gmod ? ^^
Hammer utilise le moteur Source. Gmod utilise le moteur source. Donc oui il n'y a que toi.

Taink à dit:
T'es sur CS:GO, là, non ?

Si c'est le cas, c'est normal : CS:GO est un jeu qui ne fonctionne qu'en HDR, donc tu dois compiler en HDR Full compile.
Non c'est bien ça le problème... Regarde son log, ça charge GMod.
 
Malcolm

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Feytone à dit:
Hammer utilise le moteur Source. Gmod utilise le moteur source. Donc oui il n'y a que toi.



Non c'est bien ça le problème... Regarde son log, ça charge GMod.
J'avais pas vu. Ne me tapez pas monsieur :p
 
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Taink

Taink

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Feytone à dit:
Non c'est bien ça le problème... Regarde son log, ça charge GMod.
En effet je vois qu'il a mit son screen pour "montrer" son problème.

En fait son problème c'est qu'il n'a pas mit de light_environment.
 
  • Initiateur de la discussion
Dayster

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Oui j'ai pris un screen de csgo qui était un peut comme mon problème, mais c'est bien sur Gmod.

Je fait des test avec les "light_environment"
Merci
 
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