No vis information, direct lighting only.

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Razzer95100

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Bonjour J'ai un problème c'est que sur ma map la lumière est pareille partout , aparament ça vient de "No vis information, direct lighting only."



Les logs :

** Executing...
** Command: "D:\SteamLibrary\steamapps\common\counter-strike source\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\counter-strike source\cstrike" "C:\Users\*********\Desktop\map.vmf"

Valve Software - vbsp.exe (Oct 13 2015)
4 threads
materialPath: D:\SteamLibrary\steamapps\common\counter-strike source\cstrike\materials
Loading C:\Users\*******\Desktop\map.vmf
material "wood/woodwall047e" not found.
Material not found!: WOOD/WOODWALL047E
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "city_8/concretewall022a" not found.
Material not found!: CITY_8/CONCRETEWALL022A
material "city_8/pripyatpavement2" not found.
Material not found!: CITY_8/PRIPYATPAVEMENT2
material "city_8/concretefloor013a" not found.
Material not found!: CITY_8/CONCRETEFLOOR013A
material "city_8/pripyatconcretefloor1" not found.
Material not found!: CITY_8/PRIPYATCONCRETEFLOOR1
material "city_8/concretefloor001a" not found.
Material not found!: CITY_8/CONCRETEFLOOR001A
material "city_8/pripyatwalldirty" not found.
Material not found!: CITY_8/PRIPYATWALLDIRTY
material "city_8/pripyatwall" not found.
Material not found!: CITY_8/PRIPYATWALL
material "city_8/pripyatwindow1" not found.
Material not found!: CITY_8/PRIPYATWINDOW1
material "city_8/pripyatwindow4" not found.
Material not found!: CITY_8/PRIPYATWINDOW4
material "city_8/pripyatpavement1" not found.
Material not found!: CITY_8/PRIPYATPAVEMENT1
material "city_8/concretefloor016a" not found.
Material not found!: CITY_8/CONCRETEFLOOR016A
material "city_8/plasterwall003b" not found.
Material not found!: CITY_8/PLASTERWALL003B
material "city_8/pripyatbrick" not found.
Material not found!: CITY_8/PRIPYATBRICK
material "city_8/blendpripyatfloorsnow2" not found.
Material not found!: CITY_8/BLENDPRIPYATFLOORSNOW2
material "city_8/pripyattilewall1" not found.
Material not found!: CITY_8/PRIPYATTILEWALL1
material "city_8/concretefloor027a" not found.
Material not found!: CITY_8/CONCRETEFLOOR027A
material "wood/woodwall048d" not found.
Material not found!: WOOD/WOODWALL048D
material "city_8/blendroad_broken01" not found.
Material not found!: CITY_8/BLENDROAD_BROKEN01
material "city_8/blendroad_broken01_pripyat" not found.
Material not found!: CITY_8/BLENDROAD_BROKEN01_PRIPYAT
material "city_8/blendroad_broken01_noprop" not found.
Material not found!: CITY_8/BLENDROAD_BROKEN01_NOPROP
material "city_8/blenddirtgravel02" not found.
Material not found!: CITY_8/BLENDDIRTGRAVEL02
material "city_8/pripyatpathblend" not found.
Material not found!: CITY_8/PRIPYATPATHBLEND
material "city_8/blendpripyatdirt2" not found.
Material not found!: CITY_8/BLENDPRIPYATDIRT2
material "city_8/blendpripyatrubble" not found.
Material not found!: CITY_8/BLENDPRIPYATRUBBLE
material "concrete/ep2_concretewall01d" not found.
Material not found!: CONCRETE/EP2_CONCRETEWALL01D
material "city_8/pripyatwindow3" not found.
Material not found!: CITY_8/PRIPYATWINDOW3
material "city_8/pripyatwindow2" not found.
Material not found!: CITY_8/PRIPYATWINDOW2
material "city_8/pripyatwindow5" not found.
Material not found!: CITY_8/PRIPYATWINDOW5
material "city_8/pripyatwindow6" not found.
Material not found!: CITY_8/PRIPYATWINDOW6
material "city_8/pripyattilewal2" not found.
Material not found!: CITY_8/PRIPYATTILEWAL2
material "concrete/concretefloor_bunker02b" not found.
Material not found!: CONCRETE/CONCRETEFLOOR_BUNKER02B
material "concrete/concretewall_bunker06d" not found.
Material not found!: CONCRETE/CONCRETEWALL_BUNKER06D
material "city_8/pripyattilefloor" not found.
Material not found!: CITY_8/PRIPYATTILEFLOOR
material "metal/bunker_metalwall02a" not found.
Material not found!: METAL/BUNKER_METALWALL02A
material "highdef/metro2033/brick/bricks_kirpic_1" not found.
Material not found!: HIGHDEF/METRO2033/BRICK/BRICKS_KIRPIC_1
Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/map/nature/blendtoxictoxic004a_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\*******\Desktop\map.prt...Building visibility clusters...
done (1)
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (5521555 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 5367 texinfos to 3384
Reduced 412 texdatas to 331 (14113 bytes to 12145)
Writing C:\Users\********\Desktop\map.bsp
Wrote ZIP buffer, estimated size 497085, actual size 474761
12 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 36
-0.203200 0.406400 0.000000
-0.203200 0.609600 0.000000
-0.203200 -0.355600 0.000000
-1.625600 -0.355600 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "D:\SteamLibrary\steamapps\common\counter-strike source\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\counter-strike source\cstrike" "C:\Users\Arthur PC\Desktop\map"

Valve Software - vvis.exe (Oct 13 2015)
4 threads
reading c:\users\arthur pc\desktop\map.bsp
reading c:\users\arthur pc\desktop\map.prt
10990 portalclusters
33185 numportals
The map overflows the max portal count (33185 of max 32768)!


** Executing...
** Command: "D:\SteamLibrary\steamapps\common\counter-strike source\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\counter-strike source\cstrike" "C:\Users\*********\Desktop\map"

Valve Software - vrad.exe SSE (Oct 13 2015)

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

Loading c:\users\arthur pc\desktop\map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.54 seconds)
30410 faces
3 degenerate faces
18437924 square feet [2655060992.00 square inches]
251 Displacements
690660 Square Feet [99455120.00 Square Inches]
73 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33)
Build Patch/Sample Hash Table(s).....Done<0.0539 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (56)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 5034/8192 60408/98304 (61.5%)
brushsides 35852/65536 286816/524288 (54.7%)
planes 15742/65536 314840/1310720 (24.0%)
vertexes 47901/65536 574812/786432 (73.1%)
nodes 20903/65536 668896/2097152 (31.9%)
texinfos 3384/12288 243648/884736 (27.5%)
texdata 331/2048 10592/65536 (16.2%)
dispinfos 251/0 44176/0 ( 0.0%)
disp_verts 20675/0 413500/0 ( 0.0%)
disp_tris 32992/0 65984/0 ( 0.0%)
disp_lmsamples 648342/0 648342/0 ( 0.0%)
faces 30410/65536 1702960/3670016 (46.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13473/65536 754488/3670016 (20.6%)
leaves 20910/65536 669120/2097152 (31.9%)
leaffaces 34353/65536 68706/131072 (52.4%)
leafbrushes 12301/65536 24602/131072 (18.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 195995/512000 783980/2048000 (38.3%)
edges 112991/256000 451964/1024000 (44.1%)
LDR worldlights 73/8192 6424/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2916/32768 29160/327680 ( 8.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 45375/65536 90750/131072 (69.2%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 33802996/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 75993/393216 (19.3%)
LDR ambient table 20910/65536 83640/262144 (31.9%)
HDR ambient table 20910/65536 83640/262144 (31.9%)
LDR leaf ambient 68063/65536 1905764/1835008 (103.9%) VERY FULL!
HDR leaf ambient 20910/65536 585480/1835008 (31.9%)
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] 1/21510 ( 0.0%)
pakfile [variable] 474761/0 ( 0.0%)
physics [variable] 5521555/4194304 (131.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 81441
Writing c:\users\*********\desktop\map.bsp
1 minute, 46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\******\Desktop\map.bsp" "D:\SteamLibrary\steamapps\common\counter-strike source\cstrike\maps\map.bsp"



Merci
 
AyZenSantos

AyZenSantos

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Peut avoir un screen des lumières ?
 
Jean Foret

Jean Foret

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The map overflows the max portal count (33185 of max 32768)!
 
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  • Initiateur de la discussion
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Razzer95100

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AyZenSantos à dit:
Peut avoir un screen des lumières ?
Je te fais ça

Jean Foret à dit:
The map overflows the max portal count (33185 of max 32768)!
Hammer.logout me dit rien de grave sur ça .
 
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Razzer95

Razzer95

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Pour les Conversations Privées Contacter ce compte
 
Taink

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Razzer95100 à dit:
Hammer.logout me dit rien de grave sur ça .
Oui, c'est juste que ta map est vraiment mal optimisée, mais sinon ça va. En fait le problème c'est que t'as trop de visleafs, alors optimise un minimum parce que crois moi c'est ton problème.
Ah, et il y a aussi des displacements de force 4, et c'est inutile de les utiliser, il vaudrait mieux utiliser les force 3 en plus grand nombre.
 
Dernière édition:
Jean Foret

Jean Foret

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33185 portal t'as 5 ou 6 rockford en une map toi
 
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Razzer95

Razzer95

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J'avais pas mis de Light_environement mdr (C'est une map Metro : Last Light avec une surface)
 
Taink

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Razzer95 à dit:
J'avais pas mis de Light_environement mdr (C'est une map Metro : Last Light avec une surface)
Ouep, il faut quand même que tu optimises...
 
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Razzer95

Razzer95

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Taink à dit:
Ouep, il faut quand même que tu optimises...
Je peux pas mdr , J'utilise toutes la taille de la map source ^^
 
Taink

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Razzer95 à dit:
Je peux pas mdr , J'utilise toutes la taille de la map source ^^
Bien sûr que c'est possible... Il y a un moment il faut comprendre que les func_detail servent à qqch...
 
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Razzer95

Razzer95

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Taink à dit:
Bien sûr que c'est possible... Il y a un moment il faut comprendre que les func_detail servent à qqch...
Je veux Une qualité Optimale pour le Visuel ... Apparemment les Func Details sont Moches
 
Steinman78

Steinman78

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Razzer95 à dit:
Je veux Une qualité Optimale pour le Visuel ... Apparemment les Func Details sont Moches
Faire une map de cette taille sans utiliser de func_detail, arrêtes toi tout de suite tu fonces droit dans le mur.
Mieux vaut une map moche mais qui compile plutôt que pas de map du tout.
 
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