Leak Hammer ?

  • Initiateur de la discussion
alexis62590

alexis62590

Geek suprême
Messages
399
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Points
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Bonjour, Bonsoir !

J'ai recemment eu envie de m'exercer sur les brush et j'ai eu un soucis, même si la map ne contient qu'une boite sur:
https://www.interlopers.net/index.php?page=errors

J'ai toujours l'erreur ***Leaked*** mais elle est introuvable dans les logs '-'

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Alexis\Desktop\rp_apocalyptique_omlg.vmf"

Valve Software - vbsp.exe (Feb 12 2019)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Alexis\Desktop\rp_apocalyptique_omlg.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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) (23113 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 20 texinfos to 1
Reduced 1 texdatas to 1 (18 bytes to 18)
Writing C:\Users\Alexis\Desktop\rp_apocalyptique_omlg.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Alexis\Desktop\rp_apocalyptique_omlg"

Valve Software - vvis.exe (Feb 12 2019)
4 threads
reading c:\users\alexis\desktop\rp_apocalyptique_omlg.bsp
Empty map

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Alexis\Desktop\rp_apocalyptique_omlg"

Valve Software - vrad.exe SSE (Feb 12 2019)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\alexis\desktop\rp_apocalyptique_omlg.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
0 faces
0 square feet [0.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 70/16384 840/196608 ( 0.4%)
brushsides 420/65536 3360/524288 ( 0.6%)
planes 142/65536 2840/1310720 ( 0.2%)
vertexes 1393/65536 16716/786432 ( 2.1%)
nodes 1481/65536 47392/2097152 ( 2.3%)
texinfos 1/12288 72/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 0/65536 0/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 0/65536 0/3670016 ( 0.0%)
leaves 1483/65536 47456/2097152 ( 2.3%)
leaffaces 0/65536 0/131072 ( 0.0%)
leafbrushes 613/65536 1226/131072 ( 0.9%)
areas 1/1024 8/8192 ( 0.1%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 1/256000 4/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 357/65536 714/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 249/393216 ( 0.1%)
LDR ambient table 1483/65536 5932/262144 ( 2.3%)
HDR ambient table 1483/65536 5932/262144 ( 2.3%)
LDR leaf ambient 913/65536 25564/1835008 ( 1.4%)
HDR leaf ambient 1483/65536 41524/1835008 ( 2.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 105715/0 ( 0.0%)
physics [variable] 23113/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 0
Writing c:\users\alexis\desktop\rp_apocalyptique_omlg.bsp
7 seconds elapsed
Valve Software - vrad.exe SSE (Feb 12 2019)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\alexis\desktop\rp_apocalyptique_omlg.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
0 faces
0 square feet [0.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 70/16384 840/196608 ( 0.4%)
brushsides 420/65536 3360/524288 ( 0.6%)
planes 142/65536 2840/1310720 ( 0.2%)
vertexes 1393/65536 16716/786432 ( 2.1%)
nodes 1481/65536 47392/2097152 ( 2.3%)
texinfos 1/12288 72/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 0/65536 0/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 0/65536 0/3670016 ( 0.0%)
leaves 1483/65536 47456/2097152 ( 2.3%)
leaffaces 0/65536 0/131072 ( 0.0%)
leafbrushes 613/65536 1226/131072 ( 0.9%)
areas 1/1024 8/8192 ( 0.1%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 1/256000 4/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 357/65536 714/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 249/393216 ( 0.1%)
LDR ambient table 1483/65536 5932/262144 ( 2.3%)
HDR ambient table 1483/65536 5932/262144 ( 2.3%)
LDR leaf ambient 913/65536 25564/1835008 ( 1.4%)
HDR leaf ambient 913/65536 25564/1835008 ( 1.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 105715/0 ( 0.0%)
physics [variable] 23113/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 0
Writing c:\users\alexis\desktop\rp_apocalyptique_omlg.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Alexis\Desktop\rp_apocalyptique_omlg.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_apocalyptique_omlg.bsp"
 
Caesarovich

Caesarovich

Geek
Messages
182
Score réaction
31
Points
85
Tu a eu ton hammer où ?
 
TritiemeTV

TritiemeTV

Geek
Messages
26
Score réaction
0
Points
65
Caesarovich à dit:
Tu a eu ton hammer où ?
Ce n'est pas la question..

Bref,
Téléporte toi au cordonné situé sur ton compile log puis va dans Map puis load point file et cela tafficheras un trait rouge pour te situer ton leak
 
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