[Mapping] Bug

  • Initiateur de la discussion Wabel
  • Date de début
  • Initiateur de la discussion
Wabel

Wabel

Je ne sais pas quoi mettre
Messages
2 262
Score réaction
707
Points
330
Salut,

J'ai un problème avec ma map la, sa me pose une colle.


-----------------------------------------

Compil log
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1"
Valve Software - vbsp.exe (May 25 2017)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_idealcity_v1/statua/nature/rockfordgrass1_noprop_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 (-14880.30 -15704.00 272.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 14848.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 13824.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 346 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
HashVec: point outside valid range
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1"
Valve Software - vvis.exe (May 25 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1"
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:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.01 seconds)
12037 faces
3 degenerate faces
8201567 square feet [1181025664.00 square inches]
78 Displacements
3351166 Square Feet [482567904.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0831 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (19)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 1369/8192 16428/98304 (16.7%)
brushsides 14206/65536 113648/524288 (21.7%)
planes 17890/65536 357800/1310720 (27.3%)
vertexes 19458/65536 233496/786432 (29.7%)
nodes 7373/65536 235936/2097152 (11.3%)
texinfos 765/12288 55080/884736 ( 6.2%)
texdata 114/2048 3648/65536 ( 5.6%)
dispinfos 78/0 13728/0 ( 0.0%)
disp_verts 9966/0 199320/0 ( 0.0%)
disp_tris 16896/0 33792/0 ( 0.0%)
disp_lmsamples 328789/0 328789/0 ( 0.0%)
faces 12037/65536 674072/3670016 (18.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4107/65536 229992/3670016 ( 6.3%)
leaves 7398/65536 236736/2097152 (11.3%)
leaffaces 13527/65536 27054/131072 (20.6%)
leafbrushes 5130/65536 10260/131072 ( 7.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 64817/512000 259268/2048000 (12.7%)
edges 43410/256000 173640/1024000 (17.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12376544/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 35283/393216 ( 9.0%)
LDR ambient table 7398/65536 29592/262144 (11.3%)
HDR ambient table 7398/65536 29592/262144 (11.3%)
LDR leaf ambient 4084/65536 114352/1835008 ( 6.2%)
HDR leaf ambient 7398/65536 207144/1835008 (11.3%)
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] 1/20820 ( 0.0%)
pakfile [variable] 1394684/0 ( 0.0%)
physics [variable] 2421969/4194304 (57.7%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24164
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp
27 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_idealcity_v1.bsp"
 
Feytone

Feytone

Chuck Norris
Messages
4 741
Score réaction
1 301
Points
600
Tu as un leak et je t'invite à utiliser hammer logout. Un outil que tout le monde devrait connaître.
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
WabelGame à dit:
Salut,

J'ai un problème avec ma map la, sa me pose une colle.


-----------------------------------------

Compil log
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1"
Valve Software - vbsp.exe (May 25 2017)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_idealcity_v1/statua/nature/rockfordgrass1_noprop_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 (-14880.30 -15704.00 272.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 14848.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 13824.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 15360.0 1398.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
error: material GMOD_TOWER/COMMON/POOLWATER_BELOW doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 346 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
HashVec: point outside valid range
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1"
Valve Software - vvis.exe (May 25 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1"
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:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.01 seconds)
12037 faces
3 degenerate faces
8201567 square feet [1181025664.00 square inches]
78 Displacements
3351166 Square Feet [482567904.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0831 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (19)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 1369/8192 16428/98304 (16.7%)
brushsides 14206/65536 113648/524288 (21.7%)
planes 17890/65536 357800/1310720 (27.3%)
vertexes 19458/65536 233496/786432 (29.7%)
nodes 7373/65536 235936/2097152 (11.3%)
texinfos 765/12288 55080/884736 ( 6.2%)
texdata 114/2048 3648/65536 ( 5.6%)
dispinfos 78/0 13728/0 ( 0.0%)
disp_verts 9966/0 199320/0 ( 0.0%)
disp_tris 16896/0 33792/0 ( 0.0%)
disp_lmsamples 328789/0 328789/0 ( 0.0%)
faces 12037/65536 674072/3670016 (18.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4107/65536 229992/3670016 ( 6.3%)
leaves 7398/65536 236736/2097152 (11.3%)
leaffaces 13527/65536 27054/131072 (20.6%)
leafbrushes 5130/65536 10260/131072 ( 7.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 64817/512000 259268/2048000 (12.7%)
edges 43410/256000 173640/1024000 (17.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12376544/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 35283/393216 ( 9.0%)
LDR ambient table 7398/65536 29592/262144 (11.3%)
HDR ambient table 7398/65536 29592/262144 (11.3%)
LDR leaf ambient 4084/65536 114352/1835008 ( 6.2%)
HDR leaf ambient 7398/65536 207144/1835008 (11.3%)
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] 1/20820 ( 0.0%)
pakfile [variable] 1394684/0 ( 0.0%)
physics [variable] 2421969/4194304 (57.7%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24164
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp
27 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_idealcity_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_idealcity_v1.bsp"
J'ai une question (qui peut paraître méchante, mais bon) :
Comment tu fais pour ne pas voir le **** leaked **** ?
Non parce que c'est visible hein.

Donc tu as un leak, et du coup ta skybox fonctionne pas correctement.
 
  • Initiateur de la discussion
Wabel

Wabel

Je ne sais pas quoi mettre
Messages
2 262
Score réaction
707
Points
330
Taink à dit:
J'ai une question (qui peut paraître méchante, mais bon) :
Comment tu fais pour ne pas voir le **** leaked **** ?
Non parce que c'est visible hein.

Donc tu as un leak, et du coup ta skybox fonctionne pas correctement.
Ouais mais mon leak c'est un arbre o_O
 
Feytone

Feytone

Chuck Norris
Messages
4 741
Score réaction
1 301
Points
600
  • Initiateur de la discussion
Wabel

Wabel

Je ne sais pas quoi mettre
Messages
2 262
Score réaction
707
Points
330
FridomFR

FridomFR

Geek suprême
Messages
595
Score réaction
121
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oh ptn mappe pas si tu ne sais pas mapper ! va apprendre a faire une foret et puis tu pourras mapper ensuite !
 
Feytone

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WabelGame à dit:
U said in another thread : It's different !
So I thought that you spoke english, or a little bit. So "too big" means : Trop grand.
Il doit certainement dépasser la skybox ou entre en contact avec cette dernière (ou passer en dessous de la map si tu n'as pas mis de sol nodraw en dessous.
 
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Wabel

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FridomFR à dit:
oh ptn mappe pas si tu ne sais pas mapper ! va apprendre a faire une foret et puis tu pourras mapper ensuite !
C'est pas pour une forêt.
 
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Wabel

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Feytone à dit:
U said in another thread : It's different !
So I thought that you spoke english, or a little bit. So "too big" means : Trop grand.
Il doit certainement dépasser la skybox ou entre en contact avec cette dernière (ou passer en dessous de la map si tu n'as pas mis de sol nodraw en dessous.
Il ne dépasse de nul part...
 
Feytone

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Hmmm... Un screen au pire d'hammer au complet en désignant l'arbre concerné ?
 
FridomFR

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WabelGame à dit:
C'est pas pour une forêt.
Je sais bh c'est pas pour ca faire des forets et vu que tu ne sais pas régler cette erreur ca ne sert a rien de mapper un ville je supposes alors que cette erreur est la base !
 
FridomFR

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Les erreurs a régler :
**** leaked ****
Entity prop_static (-14880.30 -15704.00 272.00) leaked!


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 14848.0 1398.0)


HashVec: point outside valid range


Maintenant si ca fait minimum 1 ans que tu map ce qui est requis pour créer un minimum une map optimiser sans erreurs tu sauras les corriger ^^
Désolé je n'aides pas les gens qui se croient mappeur mais ne sont pas capables de régler des erreurs simple !
 
FridomFR

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FalkioGMR à dit:
Oui fin à ce moment la personne ne fait rien encourage le et aide le au lieu de le rabaissero_O sérieux toi aussi tu as été débutant
J'ai été débutantt mais j'ai travailler a créer de A a Z dès le debut pas modifier ou créer quelques choses alors que je ne savais pas régler des erreurs !
 
Yoh Sambre ♪

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FridomFR à dit:
Désolé je n'aides pas les gens qui se croient mappeur mais ne sont pas capables de régler des erreurs simple !
Moi j'aime pas les gens qui adopte ce comportement de petite jacteuse , donc merci bien mais si tu te contente juste d'ecrire ce genre de message a chaque réponse j'imagine que tu peux aussi très bien fermer ta bouche SeemsGood
 
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FridomFR

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Yoh Sambre ♪ à dit:
j'imagine que tu peux aussi très bien fermer ta bouche
Je ne le ferais pas :)
 
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Wabel

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