Hammer probleme lights.rad non trouvé

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jeremiedreux

jeremiedreux

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Bonjour j'ai un probleme avec ma compilationen bsp, Tout est parfait sauf un petit probléme avec lights.rad
Voici se que se site me dis quant je luis donne mes logs
site : "http://hammer.logout.fr/?p=HLErr"

1 : RAD n'a pas pu trouver lights.rad, un fichier utilisé pour déterminer quelles textures peuvent émettre de la lumière...

2 : RAD n'a pas pu trouver lights.rad, un fichier utilisé pour déterminer quelles textures peuvent émettre de la lumière... Si RAD ne peut pas le trouver c'est sûrement que vous l'avez toujours, mais pas au bon endroit.. Effectuez une recherche sur vos disques et regardez si vous pouvez le trouver ailleurs et le remettre au bon endroit.

Je doit bien dire que je ne trouve pas se quille me dise sur la 2 erreur, J'ai regarder mes je ne voit nul par un fichier lights.rad dans mon dossier "bin" dans le reste des autre non plus.
Pour finir voici les logs entière

** 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" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.vmf"

Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
Loading F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.vmf
Could not locate 'GameData' key in f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.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) (28859 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 67 texinfos to 50
Reduced 22 texdatas to 22 (694 bytes to 694)
Writing F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.bsp
1 second 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" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage"

Valve Software - vvis.exe (May 15 2014)
4 threads
reading f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
reading f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.prt
192 portalclusters
532 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 131 visible clusters (0.49%)
Total clusters visible: 26667
Average clusters visible: 138
Building PAS...
Average clusters audible: 192
visdatasize:10832 compressed from 9216
writing f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
0 seconds elapsed

** 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" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage"

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 f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
296 faces
297026 square feet [42771744.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
296 patches before subdivision
8210 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 515880, max 227
transfer lists: 3.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(33203, 30805, 27382)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3702, 3000, 2222)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(449, 333, 209)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(67, 47, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(11, 7, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0044 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

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 79/8192 948/98304 ( 1.0%)
brushsides 474/65536 3792/524288 ( 0.7%)
planes 248/65536 4960/1310720 ( 0.4%)
vertexes 780/65536 9360/786432 ( 1.2%)
nodes 411/65536 13152/2097152 ( 0.6%)
texinfos 50/12288 3600/884736 ( 0.4%)
texdata 22/2048 704/65536 ( 1.1%)
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 296/65536 16576/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 103/65536 5768/3670016 ( 0.2%)
leaves 413/65536 13216/2097152 ( 0.6%)
leaffaces 383/65536 766/131072 ( 0.6%)
leafbrushes 253/65536 506/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1762/512000 7048/2048000 ( 0.3%)
edges 1131/256000 4524/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 45/32768 450/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 702/65536 1404/131072 ( 1.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 239520/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10832/16777216 ( 0.1%)
entdata [variable] 598/393216 ( 0.2%)
LDR ambient table 413/65536 1652/262144 ( 0.6%)
HDR ambient table 413/65536 1652/262144 ( 0.6%)
LDR leaf ambient 2239/65536 62692/1835008 ( 3.4%)
HDR leaf ambient 413/65536 11564/1835008 ( 0.6%)
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] 1/406 ( 0.2%)
pakfile [variable] 105655/0 ( 0.0%)
physics [variable] 28859/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 758
Writing f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.bsp" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\maps\Garage.bsp"
 
Taink

Taink

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Pourquoi est-ce que tu utilises le Source SDK 2013 Multiplayer ?
Utilises plutôt le hammer.exe de GarrysMod/bin/ :s
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

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Taink à dit:
Pourquoi est-ce que tu utilises le Source SDK 2013 Multiplayer ?
Utilises plutôt le hammer.exe de GarrysMod/bin/ :s
Oui je n'y pensse jamai.Mes le probleme vien de la ?
 
Taink

Taink

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